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
First day - setting up the sleek Audiokinetic booth  Another incredible Game Developers Conference wraps up, fueling the gaming industry with inspiration and vitality. Both official and community-driven meet-ups seamlessly contribute to its wonder. From early morning #gameaudio coffee at Sightglass, where the audio community is brought together by Damian Kastbauer over podcasts filmed by Luca Fusi and ...
I在这个系列中,我们广泛地审视了过去、现在,以及新出现的混响技术,并且从沉浸式和空间化的角度评论了他们。在之前的文章中,我们讲到了沉浸式混响在虚拟现实中如此有挑战性的原因,讲到了经典混响算法背后的一些技术,也讲到了我们可以怎样通过虚拟声学算法模拟声音传播。在这篇文章中,我们会讨论如何结合这些方法来创造高效而又引人入胜的空间混响特效。这篇文章也是Audiokinetic即将到来的空间化混响技术的预告。    在之前的文章中,我们讲到了创造新混响算法背后的推动力以及一些背景,理解了这些新工具是怎么产生的。理解经典混响算法的局限性以及声音传播模拟法的各种分支,在我们使用这些新特效时会非常有价值。就像随着双耳声和ambisonics空间化声像摆位的出现,新的声音设计指南也在出现;使用动态空间混响也需要有新的设计范式 虽然新颖空间音频技术的需求是由虚拟现实的沉浸式质感所激发的,但它们用于任何非VR平台的互动声音设计时依然是非常强 ...
是 Seismic Games 和 Alcon Media Group 最近发布的一款以《Blade Runner》系列经典影片为蓝本的 VR 互动手游。我们在 Hexany Audio 的朋友参与了幕后的音频设计工作,与 Google Daydream 团队联手打造了这一备受期待的项目。下面来听听 Hexany Audio 音频总监兼创始人理查德·勒德洛 (Richard Ludlow)、技术声音设计师尼克·托马塞蒂 (Nick Tomassetti) 和作曲家兼声音设计师杰森·沃尔什 (Jason Walsh) 的经验之谈。   在为如此别具一格的听觉世界创作和设计音频时,融入了怎样的创新理念?对于前后拍摄的《Blade Runner》系列电影,有何深入思索?从中汲取了哪些灵感?从声音设计的整体美学来看,模拟元素好像要多于数字元素。是不是依据原版电影的音频分轨做出了这样的选择? 杰森:考虑到这款游戏发生的时间线位置 ...
  Please read Part 1 of this blog first. Sound Effects and Dialogue We were looking to enhance immersion with realistic sound effects and rich sound content. We designed a variety of footstep and collision materials, and used the Switch feature to switch between them in order to match the scene. We also used a lot of Random Containers with multiple samples for each sound and tried to optimize samples ...
This series of blog articles is related to a presentation delivered at GameSoundCon in October 2020. The goal of the presentation was to provide perspective and tools for creators to refine their next project by using object-based audio rendering techniques. These techniques reproduce sound spatialization as close to how we experience sound in nature as possible. This content has been separated in ...
As the most advanced audio engine for interactive audio, every release represents our unwavered commitment to our clients and industry. By delivering a combination of anticipated features alongside an enhanced set of essentials, we are able to ensure that we consistently answer to the needs of the community as interactive audio projects evolve. We love challenging ourselves at Audiokinetic and we ...
在上一篇文章《VR中沉浸式混响的挑战》里,我们讲到了沉浸式混响在虚拟现实中如此富有挑战性的原因。在这个文章系列中,我们将进一步深入探索,并全面地了解过去、现在和新出现的混响技术。具体说来,我们将会从沉浸感和空间感的角度去评论。 话接上回 人工混响是一种音频特效,目的是为音频信号加上一种空间的漫射感。这些信号通常是在隔音的录音室里采集的。通过模拟声音在室内传播的某方面特点,我们能用混响特效来控制听觉空间的美感。为了提高效率,模拟的通常方法是极大地简化声学现象。因为在这些方法创立时沉浸式体验并不是刚需,所以大部分混响算法的空间提示都被还原为可调输出,但各个声道的输出基本是静态。也就是说,这些算法很难扩展到互动式应用中来。   Audiokinetic空间音频团队成员正在测试即将推出的全新Wwise空间音频功能  现如今,既然能模拟任何方向传来的声音复杂音频输出系统已成为了VR和其他沉浸式平台上的常态,那么现在是时候要重新思 ...
  It’s finally here. We’re excited to announce that Wwise 2017.1 is now live! From the all-encompassing Wwise Spatial Audio toolset which includes the Wwise Reflect plug-in, to several workflow improvements tailored to your evolving needs, and feature enhancements that release endorphins, Wwise 2017.1 is destined to free your imagination, boost your pipeline efficiency, and provide you with even more ...
这一天终于到来了。我们激动地在此宣布,Wwise 2017.1现在正式上线! 从包含Wwise Reflect插件、包罗万象的Wwise Spatial Audio工具集,到为您不断变化的需求所量身定制的工作流改进,以及让人心潮澎湃的功能,Wwise 2017.1注定会让您解放想象力,管线效率,让您拥有更强大的力量,提升游戏音频表现。使用备受期待的Wwise Authoring API 让如虎添翼,最具创意的插件和集成,又或是通过使用Wwise Audio Lab,沉浸在您的虚拟空间化音频试验场中。我们持续引技术互动音频社区,并为此自豪,我们也希望您能充分享受和利用此次Wwise的改进! 以下是Wwise 2017.1新功能列表 请确保您已更新了Wwise Launcher,以便查看版本 {{cta('bca0c4d1-c1cb-4342-93c6-69233d0b6c5a')}} 工作流程和功能改进 ...
We’re excited to announce that Wwise 2017.2 is now live! Below, a short-list of what’s new in Wwise 2017.2.   Workflow and Feature Improvements   Improvements with States Most RTPC properties now available to States All audio properties that support multiple RTPC curves and most properties from the Wwise plug-ins can now be controlled by States. To add new State properties to an audio object or plug-in ...
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。
This series of blog articles is related to a presentation delivered at GameSoundCon in October 2020. The goal of the presentation was to provide perspective and tools for creators to refine their next project by using object-based audio rendering techniques. These techniques reproduce sound spatialization as close to how we experience sound in nature as possible.  This content has been separated in ...
Wwise SDK 2024.1.7 AKSoundEngineCommon AkSpeakerConfig.h 浏览该文件的文档. 1 /******************************************************************************* 2 The content of this file includes portions of the AUDIOKINETIC Wwise Technology 3 released in source code form as part of the SDK installer package. 4  5 Commercial License Usage 6  7 Licensees holding valid commercial licenses ...
Audiokinetic and Montreal’s Society for Arts and Technology are proud to announce a new partnership. This partnership signifies the beginning of many avant-garde audio ventures in the works for the upcoming years. Over the next year, we will be progressively announcing our partnership plans, which will include international collaborations and research initiatives focused on the development and advancement ...
   Disclaimer: 3D audio trailblazers, beware. This release may cause excessive excitement, or amplify addictive behavior.   As one of the most advanced sound engines available for game developers of all classes and skill levels (humble brag), we want to make sure that we’re constantly bringing you the most empowering and exhilarating features! So whether you are working on a big budget commercial ...
基于对象的声音系统 市场对于沉浸式音频体验的渴求催生了一批远超7.1的扬声器设置,在包括增强式二维性能的同时增加了高度这一维度。这也迫使一些类似Dolby Atmos和DTS:X的环绕声系统以及MPEG-H这类新兴发布格式推出了音频对象的概念,以便将扬声器配置抽象化,而空间化的音频内容也会在这个配置基础上渲染。 基于声道的音频和基于对象的音频有一个非常重要的区别就是基于声道的音频从制作阶段到回放都依靠固定数目的声道,而且音频混音是针对严格的扬声器配置设计或是必须进行下混来适应更简单的扬声器设置。基于对象的音频意味着“音频对象”(即单声源+相对于听者的3D坐标)必须留存,并交给渲染器根据用户设置进行空间化。换句话说,基于对象的音频将“对象”或音频元素视为独立的流,并且允许每个流含有元数据来描述该音频对象应在三维空间的何处播放,这些元数据与扬声器设置无关。音频对象在制作过程中可以独立被精确地放置在空间中,而且每个音频对象都 ...
In the previous article The Challenges of Immersive Reverberation in VR, we covered the reasons why immersive reverberations are so challenging in virtual reality. In this series, we will dive deeper and take an extensive look at past, current, and emerging reverberation techniques. More specifically, they will be reviewed from an immersive and spatial perspective. Where we left off Artificial reverberation ...
The Spark With the rise of Virtual Reality, developers started asking for advice on the most suitable audio technologies available  to best carry that sense of immersion they were seeking. As much as we wanted to guide them, there’s simply no one-size fits all solution for all games and VR experiences in development. Considerations such as hardware or software rendering for binaural plug-ins, cross-platform ...
火花 随着虚拟现实的崛起,为了满足临场感方面的需求,开发者们开始寻求最合适的音频技术。虽然我们很想给出指引,但确实没有一个万能方案能满足开发中的所有游戏和VR体验。双耳声插件的硬\软件渲染、跨平台支持、各种玩法和叙事流派以及艺术和个人品味,都是需要考虑的元素。 与此同时,我们正在开发Wwise Reflect——基于空间几何形状的早期反射插件, Wwise Spatial Audio 功能也得到了一系列重大优化,如3D总线、门户、有指向的混响,等等。我们做的改进越多,就越明显地感到需要一个类似游戏的3D环境,可以用来测试各种空间音频场景。 基于这些前提,Wwise Audio Lab项目诞生了:一个专注于展示各种空间音频现象的类游戏环境,可以在Windows和Mac上运行,也可以在Oculus和HTC Vive的VR环境中运行。该Wwise工程资源以及创建该游戏所用的UE4工程预编译或完整源代码都将对公众开放。
, an interactive cinematic virtual reality (VR) location-based experience, transports players to the visually stunning jungles of Isla Nublar. Players engage in an epic rescue adventure inspired by the Jurassic World film series.  More than 100 Dave & Buster's entertainment centers have installed the Jurassic World VR Expedition, making it the biggest location-based VR launch to date! Our friends ...