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其他文档
- Strata
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- Audiokinetic Launcher
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- 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)
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Raptidon run rhythm Mantisaur attack rhythm IMPLEMENTATION & TUNING Sound Object Structure We organized our creature Actor-Mixers by creature sound type which allowed us to have very granular control over important parameters like Priority and Voice Limiting. We also used slightly different Positioning settings on each mixer. For instance, foley sounds used relatively tighter attenuation ...
Wwise 2012.2 Now Available Wwise 2012.2 is now available for download (released on September 5th, 2012). This new release focuses on new features, workflow enhancements, performance and bug fixes. Here is an overview of some of the new features. Auxiliary Busses and Sends Volumes Objects from the Actor-Mixer and the Interactive Music hierarchies can now send a ...
When delivering sound for a film, delivering a Pro Tools session for the length of the film that then goes to mixing is the standard. For games, there’s the big additional task of implementation where the sounds are integrated into the game engine so that they get triggered correctly throughout the game. Game audio sound designers may or may not have the task for integrating the sounds, and may create ...
Using the same implementation tool in multiple projects allows us to use similar approaches such as dynamic mixing, packaging assets (SoundBanks), templates and presets. Since we’ve been using Wwise as our go-to middleware for a while now, we maintain a template Wwise project in a repository as a blank(ish) project to use as a basis for any new project. The template project has certain settings to ...
Mixing audio for VR & AR games and experiences can be tiresome. In this blog, we'll provide the first insights into Dear Reality's upcoming solution, dearVR SPATIAL CONNECT for Wwise, which facilitates gesture control of Wwise in game engines like Unity. About Dear Reality At Dear Reality, we are working on immersive audio solutions to make spatial audio mixing less technical and ...
Since the sounds are all going through the same bussing structure regardless of color, all the dynamic mixing is maintained. Is it interesting to total up the possible combinations of sounds for a single saber? OC: Each lightsaber is made up of around 20 unique swing articulations with about 6 variations each, an idle loop, and on and off sound with about 4 variations. So, in total, about 130 individual ...
In the Actor-Mixer setting panel,the "Use Game-Defined Auxiliary Sends" should be checked to activate the reverb FX with AkEnvironment.
Summer of Beta 00:12:12 Strata - New Sample: Physics 00:13:34 Wwise Community - Airwiggles Implementournament 00:15:58 Dynamic Mixing - Baldurs Gate 3 00:17:07 Audiokinetic in the Community 00:23:24 Flock - Developer Introductions 00:27:00 Flock - Game Introduction 00:30:33 Development Trust 00:31:27 Voice Design for Birds 00:37:58 Musical Melodies Tuneful Illustrations 00:42:03 Bird Voice Process ...
Hi all, I'm a bit of a Wwise newbie so I'm hoping my issue is a minor one due to user-error that is easy to resolve. I'm using a recent version of Wwise as the audio engine for a Unity 6 Quest-VR project. In the project I'm playing back a bunch of looping music stems (as SFX in the actor-mixer hierarchy) that are all 16bit, 48KHz mono wav files. I'm not binauralizing the audio, but am using 3D playback ...
PS5 games, where it’s hardware-accelerated and acts after all the 3D audio processing.Ideally, the game audio is already mixed well, different output configurations have been accounted for, and the Mastering Suite is only used to apply occasional peak limiting, mainly when unforeseen events occur in-game. However, reality often presents challenges stemming from the diversity of acoustic environments ...
Working With the New 3D-Bus Architecture in Wwise 2017.1: Simulating an Audio Surveillance System
博客
The loudspeaker itself is a spatialized sound emitter in the virtual world – the source of the audio just happens to be a mix of sounds that are occurring at another part of the level. We will even apply a futz effect to the mix to mimic the lo-fi transmission of the signal and distortion through the loudspeaker. Wwise 2017.1 introduces the ability to preform 3D spatialization on an audio signal ...
Stefano La Civita
音频人脉网
Artist, producer, audio engineer & award winning film composer & sound designer with 10+ years of experience across many genres.
As a sound technician and mixer, I’ve collaborated with globally recognized brands such as Toyota, Bumble, L’Aubainerie, Expedia, Old Spice, Corona, Énergir, and the governments of Canada and Quebec. As a composer, I’ve had the privilege of crafting music for an array of projects, including over a dozen video games tied to iconic franchises like Ghostbusters, Voltron, Lord of the Rings, and Doritos ...
This resolves the issue where audible voices were occasionally discarded by inaudible voices. Sounds over the playback limit can now go virtual instead of simply being killed. At the Actor-Mixer hierarchy level, limits can be set globally or per game object. A global maximum number of physical voices can now be set per platform. Solo & Mute Solo ...
Then I would go head-down and mock up different arrangements and mixes inside of Ableton using videos of our latest project and the original album stems that Nigel had prepped for the exhibition. Nigel did a ton of work remixing, re-arranging, and creating new versions of the material - he really made this special. So we’d make these roughly scored videos to agree on the layout, loop & trigger ...
Also it greatly increased the amount of mix passes needed. Our very first Technical Sound Designer, Anthony Breslin, did a tremendous job and divided the game’s audio into specific categories and assigned specific LUFS integrated level standards to each of those. Creating the assets and knowing what loudness level we should aim for not only helped with mastering the assets, but it also helped us to ...
With Speaker Panning set to Balance Fade and 3D Spatialization set to Position, the Speaker Panning Mix fader will adjust width but only after stopping and starting playback. Is there any way to connect this fader to an RTPC?
A very important distinction between channel-based and object-based audio is that channel-based relies on a fixed number of channels from the point of production to playback, and audio mixes are designed for a strict speaker configuration or have to be downmixed to accommodate simpler speaker set-ups. Object-based audio implies that ’audio objects’ (i.e. mono source + 3D coordinates relative to the ...
We would have audio follow their global sound settings for the game. Whilst this simple to manage during gameplay, for cutscenes it presented the problem of how to manage the mix. During any cutscene, the player could for example have turned music off. This meant that we couldn't use a traditional linear production method (where everything is premixed to the video), and instead would have to use ...
SpatialAudio Minor tweaks (after exhausting other solutions) Replace Stop events with Execute Action on Event/ID Replace actor-mixers with folders where possible Reduce the number of variations inside a Random Container Conclusion Useful links The principles of optimization Optimizing is an important process when working on a game, which, in most cases, occurs later in the production. However, ...