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
AkGetDefaultThreadProperties
Wwise SDK
AkPlatformFuncs.h 第 266 行定义. 引用了 AK_DEFAULT_STACK_SIZE, AK_THREAD_AFFINITY_DEFAULT, AK_THREAD_DEFAULT_SCHED_POLICY, AK_THREAD_PRIORITY_NORMAL, AkThreadProperties::dwAffinityMask, AkThreadProperties::nPriority, AkThreadProperties::uSchedPolicy , 以及 AkThreadProperties::uStackSize. 被这些函数引用 AkGetDefaultHighPriorityThreadProperties().
IAkStdStream
Wwise SDK
AkUInt32 GetBlockSize ()=0 I/O operations. virtual AKRESULT Read (void *in_pBuffer, AkUInt32 in_uReqSize, bool in_bWait, AkPriority in_priority, AkReal32 in_fDeadline, AkUInt32 &out_uSize)=0 virtual AKRESULT Write (void *in_pBuffer, AkUInt32 in_uReqSize, bool in_bWait, AkPriority in_priority, AkReal32 in_fDeadline, AkUInt32 &out_uSize)=0 virtual AkUInt64 GetPosition (bool *out_pbEndOfStream)=0 ...
threadBankManager
Wwise SDK
Wwise SDK 2024.1.8 AkPlatformInitSettings ◆ threadBankManager AkThreadProperties AkPlatformInitSettings::threadBankManager Bank manager threading properties (its default priority is AK_THREAD_PRIORITY_NORMAL) 在文件 AkAndroidSoundEngine.h 第 60 行定义.
threadMonitor
Wwise SDK
Wwise SDK 2024.1.8 AkPlatformInitSettings ◆ threadMonitor AkThreadProperties AkPlatformInitSettings::threadMonitor Monitor threading properties (its default priority is AK_THREAD_PRIORITY_ABOVENORMAL). This parameter is not used in Release build. 在文件 AkAndroidSoundEngine.h 第 61 行定义.
threadAudioOut
Wwise SDK
Wwise SDK 2024.1.8 AkPlatformInitSettings ◆ threadAudioOut AkThreadProperties AkPlatformInitSettings::threadAudioOut AudioOut threading properties (its default priority is AK_THREAD_PRIORITY_ABOVENORMAL) 在文件 AkPS4SoundEngine.h 第 45 行定义.
threadAcmQueue
Wwise SDK
Wwise SDK 2024.1.8 AkPlatformInitSettings ◆ threadAcmQueue AkThreadProperties AkPlatformInitSettings::threadAcmQueue Acm Job Queue threading properties (its default priority is AK_THREAD_PRIORITY_ABOVENORMAL) 在文件 AkPS5SoundEngine.h 第 46 行定义.
Wwise SDK 2024.1.8 AKIAkPluginServiceAudioObjectPriority AK::IAkPluginServiceAudioObjectPriority 成员列表 成员的完整列表,这些成员属于 AK::IAkPluginServiceAudioObjectPriority,包括所有继承而来的类成员 GetPriorities(AkAudioObject **in_ppObjects, AkUInt32 in_uNumObjects, AkPriority *out_pPriorities)=0AK::IAkPluginServiceAudioObjectPrioritypure virtual SetPriorities(AkAudioObject **io_ppObjects, AkUInt32 in_uNumObjects ...
_ak_monitor_error_impl_8h_source
Wwise SDK
AKTEXT("Memory allocation failed: %u bytes in category '%s' - media?: %s - device?: %s - currently allocated %u / %u bytes")), 232 ERROR_CODE_DEF(AKTEXT("ErrorCode_InvalidFloatPriority"), AKTEXT("Invalid floating point value detected: non-finite(or NaN) priority.")), 233 ERROR_CODE_DEF(AKTEXT("ErrorCode_SoundLoadFailedInsufficientMemory"), AKTEXT("Insufficient memory preparing media.
Wwise Spatial Audio 对象
Wwise Unreal Integration
When this option is disabled, the Room's Portal connections might still change if dynamic Portals are moved (that is, Portals with Is Dynamic enabled). Priority: Determines the order in which the Rooms are applied. If Rooms overlap, the one with the highest priority is selected. If two or more overlapping Rooms have the same priority, it is not possible to predict which Room will be selected. Transmission ...
Release Notes 2024.1.0
Wwise Unreal Integration
WG-74463 Reversed the Wwise Asset Libraries ordering and priority. The first element in the list now has the highest priority and the last element has the lowest priority. Performance Changes WG-71239 Disabled redundant Wwise SoundEngine BankMgr thread. Miscellaneous Changes WG-71143 The GenerateSoundBanks Commandlet is deprecated. Use WwiseConsole.exe instead. WG-72466 Added preliminary support ...
Playback Limit 和 Virtual Voice
Wwise Performance Optimization
Head,我们还要更改几项优先级设置。进击声代表近距离有害攻击,所以要把优先级设得很高,以免被其他声音掩盖。另外,还要保证优先级可以随距离变化。这样 Wwise 才能知道哪个 Evil Head 离得最近,从而确定是否有必要突显与之相关的声音。 选中 Override parent(不沿用父级),然后将 Priority(优先级)设为 80。 假如您看下前面的优先级配置表,就会发现无害声音和有害声音的优先级是不一样的。 将 Offset priority by(将优先级偏置)设为 -20。如此一来,声音在处于最大衰减距离时将拥有与无害声音相同的优先级。 接下来,我们在《WAG》中试听一下,看看 Profiler 如何优先处理 Evil Head ...
减轻处理负荷
Wwise Fundamentals
Explorer(工程资源管理器)中,折叠 "Magic" Actor-Mixer。接着,选中 "Cube_Main_Theme" Sound SFX(音效)对象。然后,在 Property Editor(属性编辑器)中选中 Advanced(高级)选项卡,并将 Priority(优先级)设为 80。 现在,在游戏当中基本上就不会把音乐静音了。 Use Offset Priority 复选框和相应设置允许指定一个值,来规定在达到 Attenuation Editor 中设定的 Max distance 时将对象的优先级偏置多少。这样方便设定对象(如脚步声)的优先级。这类对象在距离听者很近时比较重要,而在距离其较远时会变得没那么重要。有关 Attenuation Editor 的更多信息,请参阅第 8 课:使用 3D Spatialization。 ...
The Wwise Sound Engine
Wwise 基础知识
Handles fades and cross fades out-of-the-box that are created and fine-tuned in the authoring application by the sound designer.Manages the priority of sound and motion objects using playback limits, specific priority settings, and virtual voices all set by the sound designer in the authoring application.Supports an unlimited number of environments out-of-the-box through a simple API. ...
管理优先级
Wwise 帮助文档
在游戏中,您可以同时播放很多对象,对象的数量甚至有可能超出由项目团队设置的数量上限。为了有效管理播放对象的数量,您必须规定同时最多可以播放多少个对象,以及哪些对象会被优先播放。在 Wwise 中主要有三个属性可以帮您确定在游戏中将同时播放哪些对象:Playback limit —— 限制同时允许播放的对象数量。(不包含虚声部。)Playback priority —— 个对象相对于另一个对象的重要性。Volume threshold —— 低于这一特定音量的对象将不会播放。通过设置限制、指派优先级和指定最小音量,您可以高效而创新地管理游戏内的多个对象,同时遵循所设定的内存限制。Playback limit and priority - example假设您正在为一个带宽限制非常严格的游戏作曲。同时只能播放不超过 4 个声部。此时您将顶层父对象的播放数限制设置为 4。每个音乐段落最多包含两条轨道,因此在过渡期间播放各条轨 ...
Limiting object playback instances
Wwise 帮助文档
Kill voice、Send to virtual voice 和 Kill if finite else virtual。达到 Playback Limit 限值并且有多个对象被赋予最低优先级时,为了明确系统应采取的操作,请从 When priority is equal 列表中选择以下之一:Discard oldest instance,停止播放具有最低优先级的最早实例。Discard newest instance,停止播放具有最低优先级的最新实例。工程/游戏限制可以在 Wwise Project Settings 中针对各个平台修改。也可以在游戏正确初始化引擎后,使用 Wwise SDK API 进行修改。使用声部限制系统时,最好了解以下几点:虚声部不会被视为有效声部。如果声音的虚声部设置为 Continue to play,则可能导致超出限值。发送到虚声部的声音在返回实声部时(不再是虚声部),一般可以设置为 ...
Downloadable content overview
Wwise 帮助文档
In loading different versions of the same object, Wwise gives priority to the most recent one.ExampleSoundBankA was included in the main release and packaged into Package #1.The content of SoundBankA is modified after the main release. It is repackaged into Package #2, which is new, and becomes part of the DLC.The game, which has the DLC, loads Package #1 and then loads Package #2.When the game wants ...
Multiple active bindings can conflict with their Controller Assignments. It is not possible to load multiple bindings to the same key simultaneously.NoteBindings from a Control Surface Session are loaded from top to bottom. When a conflict occurs, the first binding takes priority and only the first conflicting binding is loaded.When a conflict is found:A yellow triangle appears beside the ...
Platform Manager
Wwise 帮助文档
Over this limit, voices with the lowest priority will adopt their virtual behavior. If priorities are equal, older sounds will be considered to have a higher priority. Each sound can override its own virtual behavior, which can be: Continue to playBe killedSend to virtual voice NoteThe Maximum number of voice instance may not be respected if the virtual behavior on some sounds is set to ...
Audio command queue to update the internal sound engine state, but no actual audio is rendered by that function call.Make sure the audio processing thread (named AK::EventMgrThread, but whose priority is set via AkPlatformInitSettings::threadLEngine) has a high enough CPU priority to process. If this was the problem, the game would also experience a lot of "Voice Starvation" errors too.Connect a debugger ...
u
Wwise SDK
UpdateAutoPanningRule() : AK::IAkOunceContext , AK::IAkSwitchContext UpdateBoundingBox() : AkBox updateBufferTick : AkSourcePosition UpdateCachingPriority() : AK::IAkStreamMgr UpdateCInterface() : AK.Wwise::Plugin::PluginInfoGenerator< PluginT >::GenerateConstructor< in_interfaceType > , AK.Wwise::Plugin::PluginInfoGenerator< PluginT >::GenerateConstructorArray< in_interfaceType ...