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
The mixing of an open-source lib with AK-licensed code like this -- especially in light of the comment in our "Open Source Components in Wwise" documentation -- is definitely an oversight in our code structure. For the near-term, I can note two or three options for you. 1) Proceed with inclusion of the rpmalloc compiled code anyway, since its license is so remarkably permissive. 2) Since you have ...
Now, let's look at what makes K-verb DSP so special. K-verb DSP Diagram On the left, you see the input which is the dry component, and AUX, the mix for the wet component. The AUX is 5 channels for the listener, and it is remixed into 8 channels, for each of the eight angles on the absolute horizontal plane around the listener. The loop in the middle is the reverb itself, and the delay duration, ...
This educational video contains supportive content to lesson 5 from the Wwise-101 Certification course. To follow along and access complete course content, please visit: https://www.audiokinetic.com/courses/wwise101/ Topics: 00:49 Understanding Property Offsets 02:08 Understanding the Actor-Mixer / Master-Mixer Relationship 04:51 Using Schematic View 05:47 Using the Voice Profiler
The first is a direct path while the second path contains a reflection off the wall. The top right graph shows the resulting spectrum of the mixed waves while the bottom right graph shows the time of arrival (ToA) of each wave: Simulation of the Phasing Fountain As the listener moves closer to the wall, the difference between the ToA of each wave becomes smaller and the spectrum begins to have a ...
Moods, Modes & Mythology | Using Wwise for Interactive Live Performance Piece "Classic Dark Words"
博客
I searched through various esoteric books and detected a correlation among the astronomical objects and the major scale modes (Ionian, Dorian, Phrygian, Lydian, Mixolydian, Aeolian and Locrian). I then asked myself,“How can I change modes during the performance while I play the keyboard and shape synths sounds?“I found the answer in Wwise.But first, let's talk a little about music theory so that we ...
The Blend Container can be a powerful sequencing and mixing tool. Simply learning its functions can bring all sorts of new ideas into the mind of a game sound designer. This is especially true when combined with the power of the RTPC, and a good amount of brainstorming with your game designer and programmer. I am going to share a recent Blend Container idea with you. It can be a great method for “painting” ...
Uncharted Territory, Pun Intended What Songs Tell Us About All Interactive Music "Interactive Songs are a Worthy and Unsolved Challenge."--Albert Einstone, who is somebody I made up Area Fat Man Thinks about Two Things Thing One: As a songwriter, I think a lot about all the little bits that go into writing, performing, arranging, recording, and mixing a song. Words, chords, and lyrics. All the ...
PlayStation platform, the processing is offset to the low level audio system, and the process is applied after all the main game ports and the background music mixing stage. This means that the processing is done entirely on the system allocated resources and mastering has no impact on the game CPU resources. This will also be the case when Wwise is used to author games for PlayStation. Mixing, Mastering ...
It was crucial to receive audio files with enough volume consistency on one hand - ready to be used during the game production - but with enough dynamic to let us make a final treatment before the mix on the other hand. So we set up recommendations and guidelines with the studio. Broadly speaking, they had to send batch files with a -25 LUFS average without any individual normalization - it would ...
Wwise 2018.1.0 在原有基础上做了一些功能更新,其中包括对 Positioning(定位)选项卡的改进。经过重新设计,我们进一步明确了相应术语,更好地利用了屏幕空间,并为 Wwise 添加了两项新的功能。为了便于 Wwise 用户了解最新 UI,本文将详细阐述这些改进。同时,对 Positioning 选项卡新增的功能加以说明: 平滑的 2D/3D 过渡:添加了 Speaker Panning / 3D Spatialization Mix 滑杆 围绕发声体的3D User-defined定位: Emitter with Automation。也就是可在发声体周围创建自动化路径。 弃用了原来的 2D/3D 设置方式 在明确 Positioning 选项卡中所用术语的过程中,我们意识到 2D 一词并不能准确地定义这些声音的行为。2D/3D 声音是 90 年代引入的概念,随时空间音频领域越来越多元化,现在是 ...
Note that I turn it down quite a bit in the final mix. These layers set up the beginning of the mechanics of the footstep.Looking at the Footstep Blend Container, I just made some minor mix adjustments in Wwise after transferring everything over from REAPER (i.e. pitch adjustments). The footstep impact sound is one of the louder sounds in the mix, which is the counterpoint to the “Constant Hard” servo ...
Clicking the ellipsis next to the “Start From” box will open up a window where you can select a place in the Actor Mixer Hierarchy or the Interactive Music Hierarchy or the entire project. Wherever you choose, the Query will perform a recursive search from there. So if you choose the Actor Mixer Hierarchy it will search every structure in every Work Unit, whereas if you select a single Work Unit, ...
We randomized the instrument locations so they would be close to the player but also located in slightly different places, allowing the player to ‘sit in the mix’ in a unique way each time they went through a level. Add in the doppler effect of whizzing by enemies and narrowly avoiding bullets, and there’s a full soundscape throughout the game!We defined custom attenuation for each of the stems to ...
Pinguin
音频人脉网
Specialist for Virtual Acoustics. We optimized ways to get High Resolution 3D HDIR's, "acoustical fingerprints" of any environment. We created and delivered 2010 acoustical models for the convolution plugin of wwise and other manufacturers of highest quality natural sounding 3D reverb engines. We also invented and implemented for AuroTechnologies the upmixer for the Auro3D format called Auromatic ...
What is a good number to target for physical voices? This could become more of a design question and more about how a mix should sound. While keeping in mind that each voice does not take the same amount of CPU, the average numbers usually seen in any type of game are between 30 to 70 physical voices. The number of channels, the built-in properties applied (such as LPF, HPF, and pitch), and the different ...
YM2612, the famous chip of the Sega Genesis) and retro synths to create “classic-sounding” melodies and sound effects, then we mixed them with modern production elements. For example, we did several foley sessions (all the impacts, destructibles and motorcycle sounds were recorded by our means) and the music includes live guitars and flutes. Can you talk about performance and stability of Wwise ...
Additional conversation around building a weapons system that can be mixed-and-matched, the beauty of gameplay systems built with audio in-mind, and interactive music methodologies make this a special segment. Wwise Partners Krotos Igniter Krotos released their Igniter Live Plug-In in Wwise with the Launch of 2019.2 (and available in 2019.1) bringing another option for the realistic simulation of ...
Anywhere that supports Work Units except for the Music Hierarchy and the Master-Mixer Hierarchy.The other thing to keep in mind is that you want to have an organized Originals folder, with all the sound effects for a given feature in its own Originals sub-folder: Creating the Temp Future Stream Wwise Project 1. When we are ready to begin development on new features in an upcoming stream, we duplicate ...
I import a sound and does it have to be a WAV file? To import a sound, find a WAV file on your computer and drag it into the Project Explorer's Actor-Mixer Hierarchy. The Audio File Importer will appear, allowing you to choose how the file should be imported and what type of object it should become. Not sure how you'll be using the sound in Wwise? Don't worry, you can always change the object type ...
Importer view has been redesigned to speed up the import process and to allow the creation of audio objects directly at the import stage: Hierarchies of folders containing *.wav files can now be imported. Folders, actor-mixers and containers can now be created directly from the Audio File Importer view. Imported hierarchies can be merged with existing objects in the project.