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
You will inevitably need to fine-tune each parameter, but hopefully, you won’t have to reconfigure each module to reach your objective.The presets are optimized to process a raw mix that would be hitting an integrated loudness of -24 LUFS without mastering, which should then still hit around -24 LUFS(±2) after the processing. This is an important consideration for all nonlinear processes such as compression ...
C# anonymous types var testObj = await client.Call( ak.wwise.core.@object.create, new { name = "WaapiObject", parent = @"\Actor-Mixer Hierarchy\Default Work Unit", type = "ActorMixer", onNameConflict = "rename" }, null); Thanks a lot! The manual of 2019 version has a greatful upgrade from the 2018, it's became more useful.
Today, Nuendo empowers audio professionals to higher levels of productivity: discerning post-production editors, film mixers as well as recording engineers around the world rely on the flexibility and industry openness that Nuendo provides. Game sound designers increasingly depend on Nuendo; its highly configurable program structure and many sound-design tools help to create and manipulate audio.
To that end specifically, to help the interactive score sit in the mix during gameplay, we use a system that Paul Lipson (the audio director on Halo Wars 2) developed when he was at Microsoft. It adapts to the submixes of the music in Wwise to help offset some of the masking and mud you’d get when intense sound design moments collide with music in the mix. For example, if there are a ton of explosions ...
Physically, a throttle controls the amount and mixture of air (intake) and gasoline flowing through our wind  instrument. With complex engine simulations there can be more parameters, but this set (of three) is what’s needed to simulate the basic engine sound behaviour.Next we’ll have a look at how Rpm and Load work. If you’re familiar with these, feel free to skip over all the way to asset creation.
Ultimately, we felt that grounded and futuristic was more relatable to a current player base and fit the narrative better; and this decision is felt in how the team built much of the audio for the experience. For our embodiable and playable characters we used a combination of effects, position, and mixing to give the player a good sense of who they are in the scene. For David this meant creating a ...
Performance Monitor Selection Channel 和 Meter Instance 鼠标滚轮的缩放和移动体验 键盘快捷方式改进 快捷菜单更新 WAQL WAAPI 插件 Reflect 工作流程简化 3D Audio Bed Mixer 插件 Time Stretch 改进 Integration Unreal 对 Auto-Defined SoundBank 的支持 Unreal Engine 5.0 SDK 以第三人称视角放置听者 Spatial Audio Geometry 性能改进 对大世界坐标的支持 RTPC 和 Switch 性能改进 对自动调度音频渲染任务的改进 {{cta('6643b955-1c44-4346-a9a2-f50d40199c59')}} 设计工具 编辑工作流程 在 Wwise 2022.1 中,很容易注意到对基于选项卡的用户界面的改进,其目的在于提升编 ...
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 ...
Introduction A while back, we were joined by special guests Stefan Randelshofer and Matheus Vilano on a livestream, who lifted the hood on mixing Baldur's Gate 3. They went hands-on in Wwise, and dived deep into the ideation behind the systems they implemented. From tools and techniques, to achieving frequency-based clarity with side-chaining, to using the Mastering Suite - they did a thorough walkthrough ...
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 ...
Teaching Andre how to mix music seemed straightforward. Teaching him sound design for games and audio implementation with Wwise was a different matter entirely.To complicate matters, Andre would be learning on a Mac, and Mac's VoiceOver accessibility tool cannot speak most of the interface in Wwise, rendering it invisible to a student like Andre. We spent several weeks trying to devise a solution ...
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 ...
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 ...
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 ...
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 ...