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
Last year, I started exploring various approaches to spatialization using Unreal Engine and Wwise as part of my final project for my degree at the University of Edinburgh.This unearthed some exciting results that I’d like to share with you in this blog. From audio files to endpoint (Audio Objects, Main Mix and Passthrough Mix) First, let’s discuss the three bus configurations and how I have approached ...
And there are a host of other new features that speak directly to interactive mixing, for example, building on the Meter Effect to arrive at the Multiband Meter Effect, the addition of audio-rate sidechaining capabilities, and the ability to mute and solo Real Time Parameter Controls (RTPCs). These controls provide incredible new ways to shape runtime dynamics. Meanwhile, quality of life updates to ...
To avoid any clashes with the music playing at the time, I placed the main musical content into its own mix bus and then the stingers into a second isolated mix bus and applied a channel ducking function. So anytime a musical sting was triggered the mixer would simply drop the volume of the main music immediately, allow the sting to play and then slowly over 2 or 3 seconds raise the main music back ...
Transfer(如有兴趣,可访问 KarlTechno)。 警告:遗憾的是,WAAPI Transfer 仅适用于 PC 端。 WAAPI Transfer 功能 将大量音频素材直接导出到 Wwise 导出 item、region、stem 和 master mix 导出 Sound SFX、Sound Voice 和 Music Track 同时从多个工程导出 开源(免费) 限制 不支持MIDI 交互式音乐层次结构支持不佳 小bug 基础UI / UX 安装 WAAPI Transfer 注意:要想使用此插件,必须安装支持 WAAPI 的 Wwise 版本 (2017.1+)。 打开 Wwise,然后依次转到 Project -> User Preferences... 选中 Enable Wwise Authoring API 选项,然后单击 OK ...
This is an obvious argument for a clear and well-mixed game where audio cues can always be heard along with their visual. Audio produces a stronger physiological response than Visuals alone This is mostly common knowledge at this point. We all know that music and sound along with a visual is significantly more arousing or stressful than a visual by itself. This is significant to performance however ...
atmoky Ears is the one stop solution for rendering hyper-realistic spatial audio experiences to headphones. It provides an unparalleled combination of perceptual quality and efficiency, whilst getting the best out of every spatial audio mix. atmoky Ears puts the listener first and offers a patented perceptual optimization. For those who want to squeeze out the very last drop of performance from their ...
It consists of a few small stateless helpers that accept WaapiClient as argument, so they can be mixed up with vanilla waapi-client code. All functions follow convention regarding getting properties, such that if a property doesn’t exist, the value should be None, plain and simple. I won’t be going into details here, as examples ahead will do a better job demonstrating what it looks like. Examples ...
Hoffman (Sound Designer, Insomniac Games)What is haptic feedback? How are haptics created? Is it possible to author, manage, and mix haptics within Wwise? Haptic feedback is an important feature in video games and new technology is changing the way players feel and connect with gaming experiences. Sound designers Rodrigo Robinet and Tyler Hoffman will provide a high-level overview of haptic feedback ...
In our previous blog, Simulating dynamic and geometry-informed early reflections with Wwise Reflect in Unreal, we saw how to mix sound with the new Wwise Reflect plug-in using the Unreal integration and the Wwise Audio Lab sample game. In this blog, we will dive deeper into the implementation of the plug-in, how to use it with the spatial audio wrapper, and how it interacts with the 3D-bus architecture.
Like the first method, it relies on pre-composed material, but allows for control of the mix. For example, a user could choose between one of several bass lines, or elect to have a horn section provide an accompaniment. Again, a navigable tree structure in the background could control groups of tracks and lead to logical musical choices. To gain more interactivity, the third level calls for asynchronous ...
For each player, voice chat mainly involves two audio stream linkages: the upstream linkage where the local mic captures the player's own voice and distributes it to remote teammates through the server, and the downstream linkage where the voices of all teammates are received from the server, mixed, and played back on the local device.Upstream linkage:The player's local chat voice stream will be sent ...
Setup Wwise Project Settings Configuring Unreal Integration Unreal Settings (Optional) Sound Attenuation Settings Sound Submix SettingsAudioLink - Playing the sound When specifying Sound Attenuation (Blueprint node) When specifying Sound Attenuation (Audio Component) When specifying Wwise AudioLink Settings Sound SubmixConclusion What is AudioLink? AudioLink is an Unreal Engine feature ...
States then it can choose to move through them by using a custom sequencer unique to that system, or by using a generic sequencer that switches between them randomly over the course of however long the system decides to run for. Beyond this top level mechanic, what the systems actually look like in Wwise can be broken down as follows. ACTOR-MIXER SYSTEMS The relatively simple systems are the ones ...
Sleeping Dogs is a complex game that needed many different mix states depending on what was going on. We found that the recent improvement in the mix states accommodated us very well. We were able to apply many different mix states to our game. The system performed solidly and it was intuitive and reliable. We also used the Wwise meter as a sidechain which was very helpful when it came down to the ...
MIDI, as a game scoring delivery format, still makes many composers and developers cringe. But in our rush to abandon MIDI game scores in favor of fully rendered PCM/wave mixes, we’ve thrown the baby out with the bathwater. 20 years later, a convergence circumstances allowed the audio team at PopCap to revisit the concept of real-time MIDI in games. Audiokinetic announced the addition of MIDI functionality ...
Busses can be copied/pasted in the Master Mixer Hierarchy. Bus Presets can also be saved and loaded. Effects can now be copied from one object to another. Users can now double-click on an Effect within the Advanced Profiler view's Voices Graph tab, to directly open the Effect Editor. The "New Child" contextual menu now exposes all source plug-ins which speeds up the creation of new hierarchies. Sound ...
It also explains the added functionality of Positioning: Smooth 2D/3D Transitions: Speaker Panning / 3D Spatialization Mix Slider 3D User-defined around the emitter: Emitter with Automation R.I.P. 2D/3D While improving the terminology used in the Positioning tab, we came to the conclusion that 2D was not the best term to define the behavior of these sounds. The 2D/3D sound concept was introduced ...
This gave us fast and easy control over which elements should be most present at any given moment and allowed us to immediately get new sounds fitting nicely into the mix as they came online. We also used Wwise meters to set up logic for ducking certain groups so that important sounds and key dialogue could cut through. The player moves through a number of different environments throughout the experience ...
Things Dynamic As a general rule, I try to ensure that every single possible camera position in a level has a bespoke ambience mix. Thinking like this helps me ensure I’m adding enough detail to my ambiences, and it helps me achieve a certain stylistic audio direction which I personally quite like: ambiences that sound like they would in a film. In films and TV, typically, whenever there is a camera ...
Event 限制 – 为避免同一个声音事件被过于频繁地触发,可在Event中设置冷却时间 (Cooldown Time)和限制次数,减少事件调用频次。 Mute/Solo RTPC – 对曲线做非破坏性调试 Audio File Importer 视图 – 非模态视图,可随意停靠 Sidechaining – 全新的 Sidechain Mix 系统,允许插件在运行时以音频级精度发送和读取音频信号。通过 Send 和 Recieve 读取 Sidechain Mix,实现更高质量的动态压缩效果,免去大量 RTPC 和 Meter 的设置。 External Source – WAV 播放 – 直接加载 WAV 文件,无需转码为 WEM 格式 添加了 WAQL 访问器 – 添加了多个 Wwise Authoring Query Language 访问器 Audiokinetic 产品经理戴米安•卡斯特鲍尔 ...