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  • Sample Project
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  • Wwise Unreal Integration
  • Wwise 基础知识
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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

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  • 视频
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  • 问答
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Hi, So I Uninstalled wwise integration to do a clean install of the new version and now all my script all over my game can't find the references... What's going on ? Can I batch repair this or do i have to manual go into all my objects and re do all the links ? Also, on an AK script like event for example, when I select "Load On: Start" it automatically goes to "mixed" and selects "AKtriggerDisable" ...
Enhancement  Most properties that can be attached to an RTPC can now be controlled by States, which greatly extends dynamic mixing capabilities within Wwise. To get more properties displayed in the State tab of any bus or audio object, simply click the Properties button. This exposes all properties that can be driven by States and allows users to manage this list by adding and removing properties ...
How to technically solve, mix, and fix this from an engineering perspective is for a different blog. I'll stick to theoretical observations for this one. Graphical, UI, and information overload come in many forms and shapes. When enough is enough, or how much one can interpret, is very subjective and personal (just my personal guess). Playing World of Warcraft is quite different from watching others ...
Log 会同时列出连接之前发生的错误。 Capture Log 视图整合了与 Wwise 中其他列表视图相同的功能,方便用户自定义列的显示和排序设置。 现在可以利用搜索功能搜索所有单元。 其他 UI 和流程改进 多个视图均支持键盘 Tab 导航。 可在 Master Mixer Hierarchy 中复制/粘贴 Bus。同时,还可保存和加载 Bus Preset。 现在可在对象之间复制 Effect。 在 Advanced Profiler 的 Voices Graph 选项卡中,用户将可通过双击 Effect 直接打开 Effect Editor。 New Child 上下文菜单将显示所有源插件,便于更快创建新的层级结构。 Sound SFX 在创建后可转换为 Sound Voice(反之亦然)。 在多个视图中添加了分隔器,方便组织管理内容。 Event Editor 演示流程经过了优化,添加了淡变图标。
Because the listener is near the character, even if the camera angle changes, the basic balance of the mix and the attenuation does not change drastically, so the user can continue to play the game without feeling anything acoustically strange.   The default listener position Excluding the shooting view, the default listener position was mostly appropriate, including for the top view, back view, and ...
They are all in blend containers in the "instruments" actor-mixer, formatted as 16/48 WAV (the full-rez 24/96 recordings of the bell patterns are also available to download, for anyone interested).  Triggering Samples  A Wwise MIDI music segment works just like a regular one, except you drop in .mid rather than .wav files. Each track is associated with a instrument blend container, which contains ...
Am I confusing how RTPC's should actually behave? It's like they're acting as a mix buss instead of an effect on a specific object. Here is the Unity code: // Use this for initialization void Start () { GetComponent().velocity = -1 * transform.up * speed; //Enemy Ship Movement AkSoundEngine.SetRTPCValue ("RedShipPanning", transform.position.x); //Set Wwise's "RedShipPanning" RTPC value ...
Hey I seem to recall there being a slider for LFE send amount in previous versions of Wwise. I can't find any where in the recent version of the authoring tool to do this, has the LFE send functionality been moved/removed? I'm running 2016.1.3 Cheers Hey Simon,Well, actual version is 2016.2.1Maybe the slider you're looking for is in a plugin like a Reverb ?http://hpics.li/c636c27
It adopts analogue recordings and digital mixing technologies, and, therefore, is a classic example of controlling frequency response and loudness. This is a great example. The left radar indicates the loudness when playing the sample from a cellphone. In the processed result for mobile platforms, the average loudness LKFS increased by about 3 dB, but there is no change in LRA. Let's take a look at ...
I mixed the stems in 7.1 with the Ircam’s Spat (each act happens in a different corner of the auditorium). The sound design and music compositions were then granulized and exported into smaller segments and layers. Finally, the real-time designs were made in Wwise and played back with a Soundcaster session. I would say that one third of the time was spent on gathering field recordings, working with ...
Japanese 最后,无论我们在Wwise内以何种音频格式进行压缩,游戏中都可以顺利的读取到原素材文件中的Marker信息,这对于台词文本的调用十分便利,一定程度上节省了很多工序。   动态音乐 由于VR游戏的时长通常少于其他平台游戏,《除夕》的音乐量并不算很大,游戏内音乐总数大概在30首左右。这其中,仅有一半数量的音乐采用了动态音乐系统。对于一些无需特殊处理的过场音乐和气氛性环境音乐来说,我个人更推荐将其放置在Actor-Mixer Hierarchy下当做一个“SFX”来处理,而非放置在Interactive Music Hierarchy下。因为在某些情况下,Actor-Mixer Hierarchy的Source Editor反而能够更容易的实现我们想要的效果。这里举一个简单的例子:当我们有一首音乐”Menu_Music”,每次播放时都需要从起始点A开始,并在中间的B点和结尾的C点区间内无限循环时,在Acto ...
Welcome back to our Impacter plug-in blog series. In the previous two blogs we mostly covered the physical parameter aspects of the plug-in and how they can integrate well with your game’s physics system. In this blog we discuss the other aspect of Impacter: its capacity for cross synthesis. As we saw briefly in the first Impacter blog, the possibility of mixing and matching the “impact” and “body” ...
Senua’s world to life, crafting an immersive and unforgettable soundscape.From real-time vocal effects to interactive ambience and responsive mixing, the team walks us through their process of crafting dynamic audio for this cinematic, narratively-driven title. They'll outline the design philosophy behind each decision taken and highlight their workflows - from conception, to Wwise, to Unreal Engine ...
Happy June! Inside this month's highlights, you'll find everything we published recently, including deep dives into engine sound modelling, Wwise tactics for combat audio mixing, and the explosive soundscape of Helldivers 2! Let's get started. Blog Highlights ReadSpeaker and Audiokinetic Introduce speechEngine for Wwise: Runtime On-Device Text to Speech By ReadSpeakerspeechEngine for Wwise is a cross-platform ...
In the same spirit, they showcase a series of Blend Containers in Wwise with many layers and describe the benefits of keeping them in Wwise for easy remixing and fine tuning, while remaining connected with the game.
Because we have a sound, and not a piece of music, right-click inside the Actor-Mixer Hierarchy and choose 'Import Audio Files...'. Then add your audio file and make sure it's 'Creating a new' - 'Sound SFX', and not a 'Sound Voice'. Let's have a listen. Notice that it takes a bit of time for the sound to start. But this sound, should be played instantly on collision. So head into the Source Editor ...
Because we have a sound, and not a piece of music, right-click inside the Actor-Mixer Hierarchy and choose 'Import Audio Files...'. Then add your audio file and make sure it's 'Creating a new' - 'Sound SFX', and not a 'Sound Voice'. Let's have a listen. Notice that it takes a bit of time for the sound to start. But this sound, should be played instantly on collision. So head into the Source Editor ...
This educational video contains supportive content to lesson 4 from the Wwise-101 Certification course. To follow along and access complete course content, please visit: https://www.audiokinetic.com/courses/wwise101/ Topics: 01:17 Using an Actor-Mixer to Pan Multiple Objects 02:33 Using Balance-Fade Positioning
Kastbauer 00:22:48 Auto-Defined SoundBanks, Michael Cooper 00:37:26 Reflect Simplified, Thalie Keklikian 00:47:31 3D Audio Bed Mixer, Philippe Milot 00:55:46 Future Livestream Schedule, Damian Kastbauer 00:59:22 Introduction Head of Product, Simon Ashby 01:03:33 Strata Product Video 01:04:38 Strata Overview, Simon Ashby 01:19:29 Strata Production Partner Introduction, Simon Ashby 01:22:21 Strata - ...
Declaration of callback prototypes 31  32  33 #ifndef _AK_CALLBACK_H_ 34 #define _AK_CALLBACK_H_ 35  36 #include <AK/SoundEngine/Common/AkCommonDefs.h> 37 #include <AK/SoundEngine/Common/AkMidiTypes.h> 38  39 namespace AK 40 { 41  class IAkGlobalPluginContext; 42  class IAkMixerInputContext; 43  class IAkMixerPluginContext; 44 } 45  46 /// Type of callback. Used ...