Wwise 版本
- Sample Project
- Wwise SDK
- Wwise Unity 集成
- Wwise Unreal Integration
- Wwise 基础知识
- Wwise 帮助文档
其他文档
- Strata
- ReaWwise
- Audiokinetic Launcher
- Wwise Audio Lab
- Wwise Adventure Game
- GME In-Game Voice Chat
- Meta XR Audio
认证课程
- Wwise Fundamentals (2024.1)
- Wwise Interactive Music (2021.1)
- Wwise Performance Optimization (2023.1)
- Wwise Unity Integration (2023.1)
其他资源
- 网站
- 视频
- 插件
- 音频人脉网
- 问答
- 博客
SetBankLoadIOSettings
Wwise SDK
Wwise SDK 2024.1.8 AKSoundEngine ◆ SetBankLoadIOSettings() AKSOUNDENGINE_API AKRESULT AK::SoundEngine::SetBankLoadIOSettings ( AkReal32 in_fThroughput, AkPriority in_priority ) Sets the I/O settings of the bank load and prepare event processes. The sound engine uses default values ...
SetPriorities
Wwise SDK
Wwise SDK 2024.1.8 AKIAkPluginServiceAudioObjectPriority ◆ SetPriorities() virtual void AK::IAkPluginServiceAudioObjectPriority::SetPriorities ( AkAudioObject ** io_ppObjects, AkUInt32 in_uNumObjects, AkPriority * in_pPriorities ) pure virtual ...
UnpinFileInCache
Wwise SDK
Wwise SDK 2024.1.8 AKIAkStreamMgr ◆ UnpinFileInCache() virtual AKRESULT AK::IAkStreamMgr::UnpinFileInCache ( AkFileID in_fileID, AkPriority in_uPriority ) pure virtual Un-pin a file that has been previouly pinned into cache. This function must be called once for every call ...
class_a_k_1_1_i_ak_stream_mgr-members
Wwise SDK
GetStreamMgrProfile()=0AK::IAkStreamMgrpure virtual m_pStreamMgrAK::IAkStreamMgrprotectedstatic PinFileInCache(AkFileID in_fileID, AkFileSystemFlags *in_pFSFlags, AkPriority in_uPriority)=0AK::IAkStreamMgrpure virtual RelocateMemoryStream(IAkAutoStream *in_pStream, AkUInt8 *in_pNewStart)=0AK::IAkStreamMgrpure virtual UnpinFileInCache(AkFileID in_fileID, AkPriority in_uPriority)=0AK::IAkStreamMgrpure ...
Spatial Audio 附加功能
Wwise Unity 集成
WAQL "search" request based on the parameters and enqueues a WAAPI command....Definition: AkWaapiUtilities.cs:665 AkEnvironment.AkEnvironment_CompareByPrioritySorts AkEnvironments based on their priorities.Definition: AkEnvironment.cs:73 AkEvent.transitionDurationfloat transitionDurationDuration of the fade, in milliseconds. See AK::SoundEngine::ExecuteEventOnAction().Definition: AkEvent.cs:86 AkSpatialAudioEmit ...
变量
Wwise SDK
Wwise SDK 2024.1.8 - _ - __ImageBase : GUIWindows.h - a - adtlChunkId : AkWavDefs.h AK_DEFAULT_BANK_IO_PRIORITY : AkTypes.h AK_DEFAULT_BANK_THROUGHPUT : AkTypes.h AK_DEFAULT_POOL_ID : AkTypes.h AK_DEFAULT_PRIORITY : AkTypes.h AK_DEFAULT_SWITCH_STATE : AkTypes.h AK_FALLBACK_ARGUMENTVALUE_ID : AkTypes.h AK_FLOAT : AkCommonDefs.h AK_INT : AkCommonDefs.h AK_INTERLEAVED : AkCommonDefs.h AK_INVALID_AUDIO_O ...
Read
Wwise SDK
Wwise SDK 2024.1.8 AKIAkStdStream ◆ Read() virtual AKRESULT AK::IAkStdStream::Read ( void * in_pBuffer, AkUInt32 in_uReqSize, bool in_bWait, AkPriority in_priority, AkReal32 in_fDeadline, AkUInt32 ...
Write
Wwise SDK
Wwise SDK 2024.1.8 AKIAkStdStream ◆ Write() virtual AKRESULT AK::IAkStdStream::Write ( void * in_pBuffer, AkUInt32 in_uReqSize, bool in_bWait, AkPriority in_priority, AkReal32 in_fDeadline, AkUInt32 ...
Raytracing Engine Geometry Guide
Wwise SDK
Whenever one of these tasks needs to be performed, it is placed in a priority queue for further processing instead of being executed immediately. The tasks in the queue are then executed over the number of frames specified in the load balancing spread setting. Load Balancing Use Cases There are several ways to tweak spatial audio performance: you can apply a CPU limit, change the order of reflection ...
IAkVoicePluginInfo
Wwise SDK
Wwise SDK 2024.1.8 AKIAkVoicePluginInfo 所有成员列表 | Public 成员函数 | Protected 成员函数 AK::IAkVoicePluginInfo类 参考abstract Voice-specific information available to plug-ins. 更多... #include <IAkPlugin.h> Public 成员函数 virtual AkPlayingID GetPlayingID () const =0 Retrieve the Playing ID of the event corresponding to this voice (if applicable). 更多... virtual AkPriority GetPriority () const ...
Configuring the Transition Segment
Wwise Interactive Music
To eliminate any conflict, transitions at the bottom of the list take priority over those that are higher in the list. Because the Any to Story transition is lower in the list, it takes priority and the result is that the cymbal swell transition segment would be used instead of the custom Explore to Story music you configured on the tenth line. To rearrange the priority ...
New Features Overview 2023.1
Wwise SDK
Now, you can assign a priority number to each Room, and the priority system determines the correct Room to assign. If an object is inside several Rooms at the same time (for example, when a Room is inside another Room), the assigned Room is always the one with the highest priority or the innermost Room (according to the result of the ray casting) if priorities are the same. Furthermore, the API now ...
Advanced category: music objects
Wwise 帮助文档
.../Project Explorer/Audio tab/Interactive Music Hierarchy/Common tabs and categories: music objects
Globally: 全局。为此层级中所有游戏对象的发声总数应用限制。 Default value: Per game object When limit is reached: 当达到上限时。决定在达到播放数上限时将会发生什么。您可以选择以下选项之一: Kill voice for lowest priority: 停止播放具有最低优先级的实例。在某个对象被终止后,会执行几毫秒的小淡出。Use virtual voice settings for lowest priority: 为优先级最低的声部应用其Virtual voice behavior。Refer to the Virtual 声部 behavior row in this table. 请记住,各个实体都可不沿用其自己的行为,因此声音的虚声部行为可能仍是丢弃声音或继续播放。 Default value: ...
Globally: 全局。为此层级中所有游戏对象的发声总数应用限制。 Default value: Per game object When limit is reached: 当达到上限时。决定在达到播放数上限时将会发生什么。您可以选择以下选项之一: Kill voice for lowest priority: 停止播放具有最低优先级的实例。在某个对象被终止后,会执行几毫秒的小淡出。Use virtual voice settings for lowest priority: 为优先级最低的声部应用其Virtual voice behavior。Refer to the Virtual 声部 behavior row in this table. 请记住,各个实体都可不沿用其自己的行为,因此声音的虚声部行为可能仍是丢弃声音或继续播放。 Default value: ...
Geometric Room Distance on Direct Paths
Wwise SDK
Zone is omitted of it's parent, and the distance measured to the parent room increases as the listener travels deeper into the Reverb Zone. Room Priority determines which rooms are inner rooms and which ones are outer rooms. If Room Priority is not set, or two rooms have the same priority, then when rooms overlap, the one with the smaller volume is considered to be inside of the larger one. We recommend ...
AkStreamData
Wwise SDK
Wwise SDK 2024.1.8 所有成员列表 | Public 属性 AkStreamData结构体 参考 Stream statistics. 更多... #include <IAkStreamMgr.h> Public 属性 AkUInt32 uStreamID Unique stream identifier 更多... AkUInt32 uPriority Stream priority 更多... AkUInt64 uFilePosition Current position 更多... AkUInt32 uTargetBufferingSize Total stream buffer size (specific to IAkAutoStream) 更多... AkUInt32 uVirtualBufferingSize ...
AkThreadProperties
Wwise SDK
Wwise SDK 2024.1.8 所有成员列表 | Public 属性 AkThreadProperties结构体 参考 #include <AkPlatformFuncs.h> Public 属性 int nPriority Thread priority 更多... SceKernelCpumask dwAffinityMask Affinity mask 更多... size_t uStackSize Thread stack size 更多... int uSchedPolicy Thread scheduling policy 更多... AkInt32 nPriority Thread priority. 0=highest, 31=lowest. 更多... int iIdealCore Preferred ...
优先级别
Wwise Performance Optimization
Advanced Settings(高级设置)选项卡中包含了所有 Virtual Voice(虚声部)设置。在此,可以看到 Playback Priority(播放优先级)属性。我们可以利用它来定义 Audio Structure(音频结构)的重要性。 Priority(优先级)值的范围为 1-100。其中,100 表示最高优先级。在《WAG》中,除了接下来要设置的优先级其他都已事先设好。为了合理地设置一整套优先级值,最好根据游戏情境制定一张表格或一套原则。 对于《WAG》,我们制定了下面的表格: 优先级 类型 示例 ~100 基本元素 ...
Room Containment
Wwise SDK
Wwise uses a priority system to disambiguate these cases: Rooms whith the highest priority are always assigned first (refer to AkRoomParams). If two or more Rooms share the same priority, Wwise tries to assign the innermost room if possible.
定义自定义属性
Wwise SDK
Ready"> <DefaultValue>false</DefaultValue> <AudioEnginePropertyID>2</AudioEnginePropertyID> </Property> <Property Name="MyCompany:MyPriority" Type="int32" DisplayName="My Priority"> <DefaultValue>50</DefaultValue> <AudioEnginePropertyID>6</AudioEnginePropertyID> <Restrictions> ...