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
Hi, is there a way to directly decode a 4th order AmbiX .wav file to a custom speaker setup with specific speaker locations using Wwise in Unity? So far I have only seen the option to go from Ambisonic domain to binaural, i.e. headphones, but I would like to play the decoded Audio directly on a 32 channel ASIO interface. Any hints how I could accomplish this? Didn't find this in the Documentation.
In a situation where Ambisonics waveforms are sounding, Is there a way in Wwise to dynamically lower the forward volume of the Ambisonics under certain conditions, for example? The only way I can think of is to create a Wwise effects plugin that works that way. That is very challenging for me. Please help.
In the changelog for 2019.2.0 it sais;"WG-47232 Native ambisonics decoding to stereo is now completely symmetrical regardless of whether sounds come from the front or the back. Previously, sounds coming exclusively from the back were silenced.".Does this mean that sounds positioned behind you will always play as loud as sounds in front of you? If that is the case, how will you be able to differentiate ...
Hi everyone I am writing a Wwise sink plugin which creates a jackaudio client. I am using this to allow to stream ambisonics audio data (5th order) to my speaker array without automatic downmixing. I managed to make things work in the case where the buffer of the Jack server is smaller or equal to the buffer of Wwise. However I am struggeling to cope with the case where the Jack server buffer is larger ...
Hi, I am trying to add 1st order ambisonic files into my unity project for ambience. I have tested this out with the sample project, using the ambisonic material provided. At the moment I can hear the audio, however the sound files are not rotating based on the player rotation. I have 3D positioning enabled in Wwise and a spatial audio listener in Unity. Am I missing anything? Thanks, Dan
Hello, we're doing some work with ambisonic content in wwise at the moment and something that I think would be super useful is an option in the conversion settings to specify 4, 9 or 16 channels for the converted file. This would mean designers could include higher order (16 channel TOA) ambisonic content in the project, and just by using a conversion setting shareset, convert down to 2OA (9 channels) ...
Any advice to implement Orientation and Positioning features for Ambisonic audio files using the Resonance plugin? It seems that the Resonance plugin works only with the 3D spatialisation set to "None" and not when set to "Position" or "Position + Orientation" Any advice? Cheers, Balandino.
I would like to record an ambisonic audio file, which can be used in fx. youtube, where the user can interact with the video. This meaning that it should be the whole auditory scene, and not as heard through the ears of the protagonist. Is this possible? Also will it be a problem if the auditory scene recorded contains an ambix ambisonic file? Finally I would like a personal ambisonic IR on some of ...
Hi! I have some questions and I cannot find the answers on the internet nor the manual, so I decided to write here for some help. For our project, we need to play 2 ambisonic files (not at the same time. They are 1st order ambisonics. I've tryed AmbiX and FuMa). I followed all the instructions and also tried to copy all the parameters of the ambisonic section of the SampleProject session, but I ...
I'm a noobie when it comes to Wwise and I tried to do some research without much success. I'm wondering if I bought a pair of 7.1 Headphones, would they function while working in Wwise? Would I have to use a plugin to make them work, is it a signal output and busing thing, or will they not work as a pseudo 7.1 solution? I was debating buying a pair of Arctis 5, 7.1 Headphones to use while working ...
In System Audio Device - If Main Mix Configuration for Binauralization is set to any Ambisonics format, then Mastering Suite doesn't process anything, neither MainMix, AudioObjects, or Passthrough Mix. Is that a known limitation? It seems like a bug. I'm currently on Wwise 2022.1.8.
I'm trying to get google resonance working through Wwise with Unity. I have an ambisonic file that is routed through the resonance plugin, but while listening in Unity, there's no rotation when the camera turns. It just sounds like a regular 2D sound. Wondering what I could be missing here edit: I should also add that Wwise seems to be handling Ambisonic files strangely as well; I'm using an AmbiX ...
Hey, I'm doing some tests with Ambisonic Ambiences in Wwise and have them successfully playing back in the Game and react to the Players rotation if they are set to 3D and play on another Game Object. Is it also possible to play them directly on the player and just take the listener angle and elevation of the player into account, or do they always need to be placed on another object to track the player ...
I've seen on the "Using Ambisonics" help page that in order to get HOA output you need to code a custom plugin. Is this still the case? With ambisonic aux busses and the channel router plugin, is it possible to route to an ambisonic system? Otherwise, does anyone know of any 3rd party plugins that allow HOA output? Thanks all for your help.
Learn to record your sounds from Wwise. Use it to create audio files with randomized soundscapes or a long track with tons of variations of one sound. No Commercials, no lengthy introductions - just "Wwiser" in about a minute. Let's say you're doing sound design for some game trailer, and you need some audio from your game. How do you export sounds with all the mechanisms and modifications you've ...
Montreal, Canada – February 21, 2017 – Audiokinetic Inc., the leading global provider of cross-platform audio solutions for the interactive media and gaming industries unveils spatial audio features from its anticipated Wwise 2017.1 release at the Game Developers Conference in San Francisco. From its early beginnings, Audiokinetic has been a leading player in the development and advancement ...
Hey! I haven't been able to get the Wwise recorder to work successfully in Unreal 4.12.5 yet, and I'm unsure why. In the output log, I receive the message "Recorder: Cannot create output file: 8650755". The plugin is registered, and is set on an Ambisonics 3-3 bus. Has anyone else run into this? Thanks, Kevin
Resonance Audio Wwise 集成包包含各种空间音频插件,其针对性能进行了优化并可提供多平台支持。它所提供的高级功能已不再局限于基本 3D 空间化,其强大工具让您可以精确地构建复杂声音环境模型。
Bartlomiej Mroz
音频人脉网
Bartłomiej Mróz graduated with honors from Gdańsk University of Technology in 2017, earning a master's degree in engineering. During his studies, he participated twice in the Erasmus+ program, both for engineering and master's studies, at the University of Ljubljana (Slovenia) and Graz University of Technology (Austria), respectively. In Austria, he conducted research under Prof. Franz Zotter of the ...
Walder Martinez
音频人脉网
Composer | Sound Editor | Re-Recording Mixer — Game, Film, TV & Streaming Audio Post-Production I help filmmakers, producers, and studios bring their stories to life through world-class sound design, custom foley, original scoring, and high-end mixing — fully compliant with all industry standards for cinema, TV, and streaming platforms. About Me I am a Composer, Sound Editor, and Re-Recording ...