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
Editor 文档 。 备注如果RTPC绑定到初始延迟或优先级,使用内置参数来控制RTPC会导致出问题。使用给定游戏对象播放声音时,会计算这些内置参数。因此,它们对大部分声音属性来说都很适用。内置参数控制的 RTPC 不适用于对象的播放逻辑属性(如 Initial Delay 和 Priority),因为触发 Play Action 时它们的值是未知的。 单位:s Default value: 0 Range: 0 to 3600 Random or Sequence Random:随机。定义容器为 Random Container,这意味着容器中的对象将随机播放。有两种不同的随机播放模式:Standard 和 Shuffle。Sequence:序列。将容器定义为 Sequence Container,这意味着将根据用户指定的播放列表来播放容器中的对象。
Editor 文档 。 备注如果RTPC绑定到初始延迟或优先级,使用内置参数来控制RTPC会导致出问题。使用给定游戏对象播放声音时,会计算这些内置参数。因此,它们对大部分声音属性来说都很适用。内置参数控制的 RTPC 不适用于对象的播放逻辑属性(如 Initial Delay 和 Priority),因为触发 Play Action 时它们的值是未知的。 单位:s Default value: 0 Range: 0 to 3600 Play Mode Step: 不论播放过程中切换开关是否更改,仅在触发新的播放事件后播放不同的对象。此选项对于一次性声音有用,例如行走在不同表面上的脚步声。Continuous: 连续模式。只要检测到新的 Switch 就切换对象。当选择 Continuous 时,切换播放对象不需要新的播放事件。容器必须采用 ...
Editor 文档 。 备注如果RTPC绑定到初始延迟或优先级,使用内置参数来控制RTPC会导致出问题。使用给定游戏对象播放声音时,会计算这些内置参数。因此,它们对大部分声音属性来说都很适用。内置参数控制的 RTPC 不适用于对象的播放逻辑属性(如 Initial Delay 和 Priority),因为触发 Play Action 时它们的值是未知的。 单位:s Default value: 0 Range: 0 to 3600 Play mode Step:Blend Container 在 Play 后开始所有子对象的回放。当所有子声部都停止播放时(或收到 Stop 行动),我们就认为 Blend Container 回放停止。 Continuous:Blend Container 依据交叉淡变区域主动控制子对象的 Play 和 ...
Editor 文档 。 备注如果RTPC绑定到初始延迟或优先级,使用内置参数来控制RTPC会导致出问题。使用给定游戏对象播放声音时,会计算这些内置参数。因此,它们对大部分声音属性来说都很适用。内置参数控制的 RTPC 不适用于对象的播放逻辑属性(如 Initial Delay 和 Priority),因为触发 Play Action 时它们的值是未知的。 单位:s Default value: 0 Range: 0 to 3600 Stream Stream 此控件启用后可以让您直接从游戏媒体中流播放音频。 SoundBank 中不包含流媒体文件。运行时打开并从磁盘中读取流媒体文件的工作由 Wwise Stream Manager 负责,并最终由底层 I/O 子模块负责。有关 Wwise I/O 的更多详细信息,请参阅 ...
Game Parameter Property Editor
Wwise 帮助文档
Audio 对游戏对象进行设定。 备注如果RTPC绑定到初始延迟或优先级,使用内置参数来控制RTPC会导致出问题。使用给定游戏对象播放声音时,会计算这些内置参数。因此,它们对大部分声音属性来说都很适用。内置参数控制的 RTPC 不适用于对象的播放逻辑属性(如 Initial Delay 和 Priority),因为触发 Play Action 时它们的值是未知的。 Default value: None Range Min/Max The minimum and maximum values of the Game Parameter that is mapped to properties in Wwise. 请参阅 “Game Parameter Settings”一节。 ...
Capture Log 中报告的错误
Wwise 帮助文档
Support with this information.”一节“Invalid file header.”一节“Invalid file size for ... at path ...”一节“Invalid floating point value detected : non-finite(or NaN) priority.”一节“Invalid float in parameter ... of function ...”一节“Invalid parameter ... in function call ...”一节“Invalid plug-in execution mode.”一节“Invalid State Group ID.”一节“Invalid transform in function ...”一节“I/O settings incompatible. Block size ...
Voices(语音)
Wwise 帮助文档
LPF。 Voice HPF 声部 HPF。HPF 真正作用于主声部管线,此值包含 Base HPF、Occlusion HPF 和声锥及距离衰减 HPF。 Priority 优先级。优先级定义了同一个层级结构中各个对象的相对重要性。 Virtual 虚拟。表明对象正位于虚声部列表中。 Over Limit 超出上限。表明对象因为其播放实例数超过其节点播放数限幅器之一的限制而变成了虚对象。 相关主题 “Connecting to a local/remote game system”一节 “Capturing ...
Streams
Wwise 帮助文档
IAkLowLevelIOHook::GetDeviceDesc()中返回的字符串。 Stream Name 播放流的名称。通过设计工具播放时,流名称是流播放音频文件的完整文件路径。在游戏中播放时,它是音频源的名称。 Priority 播放流的优先级。在不只一条播放流等待响应时,优先级能够影响计划程序服务流播放的顺序。 Tgt. Buffer Size 目标缓冲区长度。是由代码中指定的流播放设备的目标缓冲区长度( AkDeviceSettings::fTargetAutoStmBufferLength ,以毫秒为单位)乘以流播放的预期吞吐量(以每秒字节数为单位)来计算得到的。在流播放声音的缓冲区低于目标缓冲区长度时,这向流播放设备表明需要更多 ...
Welcome to Wwise 2024.1.8
Wwise 帮助文档
Includes conceptual and procedural information on how to enhance the rich and immersive game environments using a variety of properties and behaviors, effects, motion, positioning settings, and playback priority.Creating interactive music - Includes an overview and introduction to the Interactive Music concepts in Wwise, along with extensive procedural information on how to create ...
Defining absolute properties
Wwise 帮助文档
For more information about effects, positioning, and advanced properties, refer to Managing Effects, Defining positioning, and Managing priority.Overriding parent propertiesIf you need to specify different absolute properties for a particular object, you can always override the parent's properties and set new ones. Be aware that when you override the settings for an object, you override the property ...
ShareSets to Wwise objectsControlling property values using Game ParametersAssigning States to objects and bussesManaging priorityDefining the relative properties of a busRelative properties can be defined for each bus within your hierarchy. Relative properties are cumulative, which means that the property values for a bus are added to the child objects below it. There are relative properties that ...
Using side-chaining
Wwise 帮助文档
Output Bus is reduced in response to the increased volume of the metered sound. A common approach is to set a priority system first among objects of the same categories and then between the categories. For example, following this rule, a game can decide that the playing character’s (PC) weapon sounds are more important than the non-playing character’s (NPC) weapon sounds.
Containers, you introduce a situation where you are incapable of specifying an order of importance for all transitions, because they are defined in multiple distinct sets, each with a catch-all rule, and no relationship of priority exists between parent-child music switch transition rules. Consequently, if there are competing transition rules, it may be difficult to track the active music transition.
The rationale for this comes from the following paradox: HDR acts as a priority system based on loudness, but the softer parts of a loud sound should not be given as much importance. For example, the decaying tail of a grenade sound has very low importance compared to the transient, and thus should not cover up the impact of a shotgun, even though the former is technically louder, on an absolute scale.
MIDI playback of music objects in your Interactive Music Hierarchy. Advanced category: music objects to define the advanced playback priority of music objects in your Interactive Music Hierarchy. NoteThe Transitions tab is only available for Music Switch and Music Playlist Containers. The Stingers tab is available for all music objects except for music tracks. Also see Common tabs ...
Actor-Mixer or Interactive Music Hierarchy. Advanced category: Actor-Mixer Hierarchy objects to define the advanced playback priority of the objects within the Actor-Mixer Hierarchy.
Voice starvation.
Wwise 帮助文档
CPU intensive than the rest, in many quality settings).Connect a code profiler to your game and check if there are other threads with equal or higher priority that may be pre-empting the audio thread.Make sure your sound engine thread priorities are higher than the normal game threads.
Performance Monitor Settings
Wwise 帮助文档
Depending on the platform, and the priority of other threads running on the same CPU core, this number can get a lot higher than actual CPU usage of the sound engine. Still, you can trust it as a '% of audio capacity', meaning that if it gets close to 100% the audio will most likely starve. Hardware Audio Decoder Usage: The percentage of the Hardware Audio Decode resources that is being ...
Glossary
Wwise 帮助文档
BuilderAn application used to create the virtual environment of your game.Wwise-specific terminologyAbsolute Property Properties, such as positioning and playback priority, that are usually defined at the top-level parent object and automatically passed down to each of the parent's child objects. You can override the top-level parent properties by defining these properties at a different level ...
Memory 选项卡,对游戏中的多个场景进行性能分析,并记下资源中使用了多少内存。 为了降低处理所需的内存用量,您需要减少同时播放的声部数。通过以下方式可以做到这一点: Playback Limits(Advanced Settings),高级设置中的播放限制。例如,您真的需要听到 50 种子弹飞啸声吗?如果不是,则可将这些声音的个数限制在例如 15 个以内。 备注: 您还可以对总线也设置限制。 Priority(Advanced Settings),高级设置中的优先级。例如,子弹可能没有对白重要。这意味着如果声音太多,首先被踢出的应该是子弹。将优先级与播放限制结合使用。 基于距离的优先级偏置 (Advanced Settings)。距离远的对象通常没有距离近的对象重要。再以子弹为例,如果有 15 个子弹声音距离小于 10 米,则我们不需要听到 10 米以外的子弹声。 Below Threshold ...