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
未来遥不可及,往日似水流年。亦如费里斯•布勒 (Ferris Bueller) 所说:“生活快速向前,时光转瞬即逝。如不偶尔驻足停留,就可能会错失良辰。”距离 Wwise 2021 推出已有一段时间,我想借此机会梳理一下如何在新版设计工具中设定 Audio Object。在本文中,我将向各位介绍经过重新调整的音频管线,并从虚拟声境的视角展望互动音频的未来。虽然没有什么比实实在在的体验更加真切,但并不妨碍我们设想日后的音频创作前景,并朝着提高输出的空间定位精度不断努力。站在教育、技术和创新的交汇点,创作者可统合协调来打造沉浸感,并尽情感受由此带来的愉悦体验。 Wwise 2021.1 音频管线 Wwise 2021.1 音频管线允许设定三条声音输出路径(Audio Objects、Main Mix 和 Passthrough Mix),并直观地显示信号流以便清楚地了解所作输出决策,以此控制声音在 ...
Backgrounds_MainMix:[Same as Main Mix] This Audio Bus includes ambient backgrounds configured for ambisonics and quad auditioning by default. Sounds routed to this Audio Bus will be delivered to the Audio Device to be mixed according to the Main Mix channel format initialized by the endpoint, specified by the Audio Device, or as defined by an Audio Bus Configuration.3. UI_PassthroughMix:[Same as Passthrough ...
A stereo mix offers the audience a “sweet spot” where the listener will receive the most accurate positional information. Surround sound playback is two-dimensional because it can be described mathematically as existing along the X and the Y axis. The Y axis in this case represents a line which exists from the front to the back of the listening position. A Surround mix also offers the audience a “sweet ...
The end result is that lower fidelity can easily be masked in a heavy mix, in case you need extra space or CPU. Selecting a quality/bitrate setting per category of sounds can be an easy way to start, then fine-tuned where needed. If you are using a constant bitrate codec, you should make sure to give it some headroom (higher bitrate) to cover for the heavier parts of your sounds. Compression ratio ...
Intermediate spatial representation for the purpose of binauralization VR games need to render a binaural mix for headphones, produced by passing sounds through position-dependent filters called Head-Related Transfer Functions (HRTF). These filters model the interaction of sounds with the head, and can succeed in giving the impression that sounds of the game are actually coming from outside the player's ...
In NMS, how are music and sound effects interacting together? What was your approach towards mixing those 2, and do you have any recommendations on how to mix music and SFX dynamically? PW: I always mix as I go, the mix process wasn’t as difficult as you might expect and as a PS4 title, we’re mixed to the EBU R128 standard. Whilst there’s a lot of randomisation in the game, I always know the upper ...
Wwise project so that you can follow along, but it's not a problem if you do not. {{cta('5216a365-a602-48e1-ad27-6fce09d92a05')}} Feedback in the Mixing Hierarchy If you create an aux send from a bus to another bus that is lower down in the hierarchy, it is possible to create feedback loops in Wwise.  Wwise mixes audio from the leaves of the bus hierarchy and works its way up to the master audio bus.
Project Hiraeth is the world’s first video game score license to be fully adaptive, professionally mixed and mastered, and recorded with a live orchestra. It features over ninety minutes of original music, responds naturally to player choices, and comes with all the scripting needed to fully integrate into a game in under a week. This blog post explores why, and how, it was created. A GOOD MORNING ...
Paul Schreve Audio
音频人脉网
I am an AMPIA nominated Audio Engineer with over a decade of experience in roles such as a Supervising Sound Editor, Dialogue Editor, Recording/Mixing Engineer, Producer and Multi-Channel Re-Recording Mixer. Over the past 9 years, I have utilized these skills in a tertiary education setting as an instructor in the recording and production arts. I have a passion for audio as it can create worlds, direct ...
Steve Belgrave
音频人脉网
Founded in 2008 by Steve Belgrave, emixpro works with a range of clients delivering top tier sound design, music composition, production, audio mixing/mastering, editing and consultancy.
All of its sounds are in the Weapon Actor-Mixer shown in the image below. The Reflect plug-in is meant to be inserted on an Auxiliary Bus. For the weapon's sounds to be routed to the aux bus with Reflect applied, we need to enable Use game-defined auxiliary sends in the General Settings of the Property Editor. Then, we need to add an aux bus with the Reflect plug-in. In our example, the aux bus is ...
Ambisonics Since version 2016.1, Wwise has supported ambisonic channel formats for busses. Wwise takes care of encoding (mixing a non-ambisonic signal to an ambisonic bus) and decoding (mixing an ambisonic signal to a non-ambisonic bus). This allows users to mix multiple sounds in the environment to an ambisonics bus, and then convert that ambisonics bus to binaural using a 3D audio plug-in such as ...
About the Example Project Once you have the example project open in Wwise 2019.2, take a quick look around to see what Actor-Mixer objects and RTPC game syncs are included. You will see that notes are included with almost every object, to document a specific function or a related feature.In the Project, the key engine parameters which we looked at over Part 1 are as follows: 1. RTPC_Player_Example ...
Being able to mix a game that requires the music to slap and the sound effects to always be audible.3. Syncing the beat. Transitions and effects Josh Sullivan: I was in charge of all the sound for BPM. My process for creating/mixing sound is quite a strange one. I have more than a decade of experience in video production, so when it came to using a program to mix and mash the sounds that would go ...
What is the expected behaviour when mixing auto-defined soundbanks and a custom IAkLowLevelIOHook? Thank you!
They will sound louder, and sometimes much louder at the same volume level, if mixed with the string instruments (with an attack usually above 50ms). Another example is a gunshot which has an attack shorter than 10ms. It will sound even louder than the percussions. So, sometimes loudness problems can be fixed by just tweaking the asset's attack.   Duration and Reverberation The duration of a sound ...
A common practice for games composers today is to compose and arrange fully mixed music cues in Pro Tools or Logic, then have an implementation specialist drop those files into the game. Music integration, in this case, is seen as a basic technical task. But to score a game with greater nuance, the composer would want to see the title in action while composing and arranging, working in a digital audio ...
Backgrounds_MainMix:  • [Same as Main Mix]:此 Audio Bus 默认包含配置为可供试听 Ambisonics 和 Quad 的背景环境声。对于输出到此 Audio Bus 的声音,将发送到 Audio Device 以便依据 Main Mix 声道格式实施混音,此格式可由终端初始化、由 Audio Device 定义或由 Audio Bus Configuration 定义。 3. UI_PassthroughMix: • [Same as Passthrough Mix]:此 Audio Bus 包含用户界面音效。对于输出到此 Audio Bus 的声音,将由 Audio Device 发送到 Passthrough Mix,并混音为终端初始化的声道格式(如 2.0),同时确保不使用空间化音频技术进行处理。 4. Environmental_AuxBusses: ...
In partnership with Dolby Atmos and Audiokinetic, the Overwatch audio team developed the game with the Dolby Atmos Binaural Mixer plug-in and Wwise.  During Audiokinetic's Wwise Tour, Project Audio Director Scott Lawlor, and Senior Software Engineer 2 Tomas Neumann, presented their work. The considerations, successes and lessons learnt are demonstrated in a series of very educational Wwise Tour videos ...
The presentation was concluded with an amazing set of clips that compared the exact gameplay sequence before and after their dynamic mixing system. These clips are simply fantastic as they show exactly how much more comfortable and enjoyable gameplay becomes once you hear only what?s really important at any given gameplay moment.