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
Wwise 2014.1 Public Beta 2 is now available to all! It’s our largest release since the initial launch of Wwise back in 2006, and it’s chock full of cool new features! MIDI (Sampler and Synth) Wwise Synth One Source Plug-in Mixer Plug-in Framework New Plug-in technology partners (Auro3D, IOSONO) LFOs and Envelopes Control ...
RTPCable sound properties. High Pass Filter alongside every LPF. New attenuation property: Focus. Mixer plug-in framework. New plug-in technology partners (Auro3D by Auro Technologies & IOSONO by Barco NV) Control surface support (Mackie and MIDI protocols). Game parameter interpolation. Built-in game parameters such as distance, azimuth ...
Atmos has been embraced by all the major Hollywood studios, 15 Academy Award-winning directors, and 28 Academy Award-winning sound mixers, among others. To learn more about Dolby Atmos, visit www.dolby.com/Atmos About Audiokinetic Audiokinetic sets new standards in audio production for interactive media and games. The company’s middleware solutions, ...
MBC is an efficient, transparent multiband compressor plug-in, carefully designed for real-time mastering of a game's audio mix. WAAPI Since its introduction with Wwise 2017.1, WAAPI has had very good reception amongst software developers. We have seen Wwise integrations built for REAPER and Soundminer, and game studios have also started to use WAAPI alongside their in-house tools, including game ...
I very much love the period in which the game was set, and the mix of historical events and characters with magical and sci-fi elements was very appealing to me. I also liked the idea of a gameplay that implies the alternate use of Kit and Hodge to proceed in the adventure, and the use of an “Impressionist Filter” that gives the game a peculiar and beautiful visual aspect. But I forgot to mention ...
Music is a key part of all modern video games. You only have to look at Persona 4’s oddball mix of cheesy rock ‘n’ roll, electronica, and pop, or the grandiose instrumentation of God of War to see how far music in video games has come. Game developers will commission musicians for the sole purpose of crafting a game’s musical score. But video game music wasn’t always seen as an important part of a ...
Choosing this path of flexibility, however, does require more work upfront in order to control the sound mix like in open-world games. Wwise Reflect . 2nd order reflections of one emitter travelling to the listener. For each bounce off a surface, the sound is absorbed partly by the defined acoustic material on the surface. For the client presentation, in the simulation we chose to listen to the office ...
To give the sound some more body, we can even add some interlocking metal and leather into the mix. Timed correctly with the visuals, this would be a great way to tie in the informational feedback of crafting with the physical satisfaction of performing the action, as well as the positive emotional connotation of successfully creating the weapon. Taking it one step further, let’s say there’s a chance ...
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Slider)进行波形叠加从而生成更复杂的独特波形用于调制,丰富环形调制的声音设计可能性。还可以利用DAW中的自动化功能来控制Blend Slider滑块实现更加灵活多变的效果。 Flanger / Chorus 镶边/合唱 Flanger / Chorus是个结合了短时和长时延时以及对调制深度(Modulation Depth),速率(Rate),混合(Mix),反馈Feedback,调制波形(Modulation Waveshape),声部数量(Number of Voices)和延迟时间(Delay Time)的控制模块。 Pitch Shifter 变调 具有三个独立分别用于八度音阶(Octaves),半音(Semitones)和音分(Cents)的控件。 Delay Pitching 延迟变调 延迟变调的作用类似于典型的延迟,但在每个延迟周期上音高会连续增大或减小。 它可以创建一些非常有趣的声音纹理,具有音高 ...
Wow, hello, fellow game audio folks! We would love to share with you how we used Wwise and Unreal Engine to bring the hyper-stylised musical world of No Straight Roads (NSR) to life. At Imba Interactive, we worked on the sound design and all the technical integration for NSR. Wwise has been an invaluable tool for us to realize our creative desires. In this post, we will share a mix of implementation ...
Wwise to create this shape dynamically in a designed piece of noise.As you can see in the video, I set up a parametric EQ on the mix busses for rolling sounds, (in-picture left) then used a rolling speed parameter to control the Attack, Depth of Frequency of an LFO (in-picture right) to apply the “sound of rolling” to the noise layers. A couple of notes beyond what’s shown here: • I’ve isolated just ...
Time设置为20ms时,双耳时间差的感知效果较为显著。这是根据在实际体验而非物理学所设定的非严谨参数。 此外,在EQ中用高频搁架削减了2khz以上的声音,因为同一个声音中的各个频段绕过头部的能力各不相同,频率越高的能量,被人头衰减就越大。所以高频声音被削掉,中低频保留。 最后在需要应用3D定位的容器上,按下图发送Output Bus和Aux Sends。如果是同一个游戏单位的音效,也可以在Actor-Mixer上做这一步: 至此,总线设置完毕。 2. 容器及RTPC设置 由于这个Demo已经在Actor-Mixer上设置好路由了,所以无需再设置路由。Positioning页面也无需特殊设置,注意不要打开额外的Positioning功能即可: 在RTPC界面,需要设置11条RTPC来还原水平面上的3D定位效果: 接下来将单独分析每一条RTPC的作用,首先是距离相关的参数: 1. 距离控制音量(Object越远,音量越低 ...
These sound effects need to be distinguished from other combat sounds so as to have a 'heads up!' kind of feel to them to cut through the already busy mix. Therefore, it is probably wise to keep these hints 2D stereo panned or mono. The other approach is to attach the sound to a button logically, like a dodge button that needs to be pressed at the perfect moment. In these cases, if the dodge button ...
The Inception of Strata SFX library creators have produced and distributed their content in roughly the same fashion for the last four or five decades: they record, assemble, mix, and render sounds they design, and then sell them in theme-based packages to their audience. If we exclude a few exceptions, such as how BOOM Library offers construction kits of their designed sounds, there have been almost ...
https://www.audiokinetic.com/blog/gme-plugin-for-wwise-bringing-in-game-voice-chat-to-the-next-level
This gives game developers the ability to design and mix the voice in the same audio session as other game sounds. Creating immersive voice chat for games now becomes possible. Now, let’s dive into the Wwise + GME solution. The Wwise + GME solution GME is an end-to-end voice communication system. In order to have an immersive voice chat solution in your game, it would require implementing a way to ...
Users can shape individual drum and synth sounds using the channel sliders or use several global performance-based controls to shape the whole mix. Wwise In order to achieve all the features we wanted to include in Step Sixteen, we required a versatile audio engine and Wwise was the perfect choice. Wwise provided us with a great audio backbone for making an instrument-based app. The ability to add ...
It is set on a scale between 0 and 1, which then drives the mix of these elements as you enter a new room or building. Figure 7 video: This shows Saga moving from outside the General Store and through different room sizes, firing the weapon to demonstrate the different weapon tails. As you can see, there are many places where bugs could be introduced here. For example, the rain system partially works ...
我们激动地宣布,Wwise 2017.2现已上线! 以下是Wwise 2017.2中新增内容的简要介绍。 工作流程和功能改进 States方面的改进 大部分RTPC属性现在也对States开放使用。 所有支持RTPC曲线的属性,包括多种音频属性以及大部分Wwise插件的属性,现在也都可以由States控制了。要为音频对象或插件添加新State属性,只需要打开State Properties视图并选择属性,如下所示。属性选择将针对每个对象或插件,这样你就不必使用项目中所有可能用到的属性,不会浪费空间。 在Link/Unlink和RTPC图标旁,新增了一个新的State图标来帮你分辨哪些属性能通过State进行改变。 Mixing Desk工作流程改善 连接游戏混音时,现在可以快速设置哪些State Group需要遵循游戏中的State变更。这些State改变时,相应的滑块(fader)会跟着移动。
The question is whether it is possible to re-route channels 1 and 3 to left JOY CON, and channels 2 and 4 to right JOY CON, without the need for complex audio-mixer structures that involve manually steering the proper buses.Or maybe there is some other way to setup it? Thank you.
I have an existing UI Actor-Mixer that controls 30+ UI sfx that all work great. I've recently added 6 new source files and event names, inheriting all settings from the parent. Not one of the settings are over riding the parent. All UI events exist in one UI sound bank, and all other UI SFX are loaded and work in the scene. However, 4 of these 6 new sounds are causing errors when played in game. I'm ...