Wwise 版本
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- 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)
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- 问答
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I think Wwise needs more ways to adjust the priority of a sound. Right now, the only thing you can do is set a priority in Wwise, then have it offset by distance. We need the option of offsetting priority by other factors, like: Occlusion, obstruction, any user-defined RTPC, etc.. it'd also be nice to have some priority adjusting functions in the API as well. Stuff like: OffsetPriority SetPriority ...
/qa/2199/w-can-raise-wwise-thread- -get-smooth-sound-iphone/
But how can we raise threads’ priority for Wwise? Or, maybe, we have some facilities to synchronize with Wwise system in order to make the main thread to wait for Wwise threads rendering sound? Are there any other suggestions for our situation?We're using Wwise 2014.1.3 SDK build 5219. The tests are running on our own C++ engine. Best regards, Alexander
/qa/8540/itters-sorting- -distance-global-playback-reached/
Hi! We updated our version of WWise (to 2019.2.7) along with an update of our Unreal Engine version (to 4.25) of our already existing project and integrated event based packaging. Along with that update something seems to have happened to the priority plackback when the global limit is reached on emitters. When the global limit is reached, there is a fixed set or physical voices (same amount as the ...
Hi, I wonder if there is a possibility to have a volume transition, fade-out, fade-in when the player enters into an overlapping room with higher priority.Currently, the sound changes brutally from the big zone with lower priority to the small one with higher priority.It seems that two room can't play at the same time.For example, the goal is to make a forest ambient with a forest clearing inside ...
/qa/29/wer- -game-object-during-playback-long-tailed-sounds/
I'd like to seek advice on a scheme of lowering priority of a game object during playback which I'd like to use in my game. The idea is, I think it would be great for long-tailed sounds (weapon shots, explosions) to change their priority while their tail (volume) is gradually decreasing. But with the condition that priority offset at distance for these objects is also working. Since ...
But this situation is usually fixed by proper priority handling. The voices which will be kicked will be the lowest priority voices. When a blend container is triggering more than one sound, both sounds are attached to the same event and to the same game object, which also means they have the exact same priority... unless you override it lower in the hierarchy under the blend container. From there ...
Is there anyway to extend the fade out time when kill voice is selected for the playback limit? When the voice is killed, the short fade out that is applied is too short and seems unnatural for my purpose. Thanks! Ideally any voices that are being killed due to (distance priority-based) playback limits should be inaudible. Perhaps you can do some manual voice-culling with stop events and custom fade ...
/qa/900/4-akreverbvolume- -is-not-working/
It seems that no matter what, overlapping AkReverbVolumes will always blend as if they were the same priority. If I create one volume with priority 1, and an overlapping one with priority 5, they will both be blended 50/50 in the overlapping area. Is anyone else having this problem? Is there a way around this? This is mainly an issue as I need to have a large volume enclosing the entire level (for ...
/qa/5543/justing-playback- -rtpc-during-playback-causes-drop/
I'm adjusting the priority value of a blend container via an RTPC and the sound keeps dropping out as I do so. The container has one-shot sounds, but it's set to loop with trigger rate. While it's looping, if I change the RTPC value, some children of the blend container randomly drops out, and won't be audible until the next loop iteration, but also until some time passes that is equal to the source ...
Hey, I can't find how to assign the Switch container to follow an RTPC.. Can someone help me out? You need to : Map the Game Parameter values to the switch values Make Switch Container associations using the Switch Group's switches (controlled by the Game Parameter) You will find more information on mapping switch values to game paramater values in the User Guide: Open the User ...
Hello, Recently the priority system for nested AKSpatialVolumes has stopped working. It seems the emitter stays attached to the player/camera. Room to room is working fine, but as soon as you nest them, something has broken. When watching the attenuation in real-time, you can see one emitter is being attenuated but there is one still attached to the player/camera. Any idea what could have caused ...
/qa/13723/api-get- -and-offset-values/
Is there a way to query the object to get playback priority and offset. I couldn't see any documentation on those, thought it would be part of ak.wwise.core.object.get
/qa/2181/pc-update-frequency-or-rtpc- -feature-request/
There are some times that I'd like to use an RTPC but I don't need it to update every frame. In situations where I don't need high temporal resolution of a parameter, it would be nice to specify that this RTPC is lower priority with the intention of saving on CPU usage. Would this idea work in saving CPU usage for RTPCs? You don't need to update an RTPC each frame, the value will stay the same until ...
Do you think it's better to use the plugin-generated-RTPC to drive priority (like you said), or to drive a switch group that contains switch tracks of each instrument?,Follow up question - how can I create the proper dll and xml files for my plugin on a mac? Heavy seems to only create .dylib, .bundle, .a, .h files for me when I follow the wwise compiling instructions.,Hey Dan. You're right, using ...
/qa/11131/ange-attenuation-sharesets- -overrides-with-states/
Our game is a mix of sandbox and enclosed experiences. As such, we use state mixing to make shared sounds usable across a variety of content since characters cross over between the multiple types of areas. Being able to change volumes and high/low-pass filters based on states has been an invaluable addition! However, the inability to change fall off, range, and priority are huge hindrances to offering ...
I'm trying to set up an HDR mix for my project but am confused about how Bus Volume effects HDR priority. Suppose I had a sound with a voice volume of 0, that is routed through a bus set at -3 Bus Volume (Bus A). Bus A is a child to a parent HDR Bus, which has a Bus Volume of 0. When I play the sound, how does the Bus Volume of Bus A effect the HDR priority of the sound? Does it now have a voice volume ...
Hello, you can go to advanced settings in property editor, set "Limit sound instances" to "1", "When limit is reached" to "Kill voice" and "When priority is equal" to "Discard newest instance". Maybe there is another way, but that's how I do it.https://www.audiokinetic.com/library/edge/?source=Help&id=limiting_object_playback_instances,Radek's solution will work, but if your loops overlap ...
I set the values to AkDeviceSettings.uGranularity to 32, AkDeviceSettings.uIOMemorySize to 254 and AkDeviceSettings.threadProperties.nPriority to AK_THREAD_PRIORITY_ABOVE_NORMAL. After these changes sound effects are playing not the background music. Is there any additional setting that I need to try or set?
Wwise authoring工具中可用的方法: 部分语音的playback limit可采取特定设置——如果一个内容没有播放完,则新voice产生就销毁新voice,直到旧有voice播放完毕,则可再次播放该voice 实现方法是是针对需要设置的语音,在Wwise创作工具中设置其Advanced Settings,启用Limity sound instances to:,可设置为1 Globally(也可选择1 Per Game Object,依据您的实现方式而定),然后When Priority is equal:选项选Discard newest instance 利用PostEvent API及事件回调方法: 可以PostEvent之后设代表播放状态的bool为真,当该bool为真时不再调用此类事件,利用事件的endofevent回调来设置代表播放状态的bool为否
Audiokinetic with our game audio technology, we can concentrate fully on the games themselves, and the unique, unmatched experience that we want to deliver to gamers,” said Michael Metz, Audio/Video Director for High Voltage Software. “It has always been a priority for us to be creative and to understand our users’ need to better fulfill them – be it about technology or business,” commented ...