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- Wwise Fundamentals (2024.1)
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- Wwise Performance Optimization (2023.1)
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_ak_mixer_types_8h_source
Wwise SDK
Wwise SDK 2024.1.9 AKSoundEngineCommon AkMixerTypes.h 浏览该文件的文档. 1 /*********************************************************************** 2 The content of this file includes source code for the sound engine 3 portion of the AUDIOKINETIC Wwise Technology and constitutes "Level 4 Two Source Code" as defined in the Source Code Addendum attached 5 with this file. Any use of ...
Submixing ambisonics
Wwise 帮助文档
Source positioning in ambisonics derives from game object and listener positions at the moment of mixing, as is the case with any other channel configuration. Consequently, ambisonic-set sound objects can be submixed with other configurations; however, you may lose spatial information when this happens. For example, if your submix is 7.1 then you will have lost all height information when it is mixed ...
Downmixing behavior
Wwise 帮助文档
在将采用不同总线配置的声部或总线(输入)发送到不带定位的总线(输出)时,Wwise 会根据以下页面中所述的规则实施下混。
Downmix tables
Wwise 帮助文档
Wwise 帮助文档/完善工程/管理输出/Down ing behavior
下混等式是基于 AC-3 标准。无论信号是直接下混(例如 7.1 下混为立体声)还是分步下混(例如 7.1 下混到 5.1,然后再下混到立体声),它们的最终结果都一样。如何阅读下混表请考虑下表,表中描述了将 5.1 输入连通到立体声输出时使用的下混等式。采样表:将 5.1 连通到立体声输入声道LR 精确值小数值dB精确值小数值dBFL11.0000.0000.000−∞FR00.000−∞11.0000.00C1/√20.707−3.011/√20.707−3.01SL1/√20.707−3.0100.000−∞SR00.000−∞1/√20.707−3.01下混获得的立体声信号的左右声道是这些等式的输入值的加权和: LOUT = FL + 1/√2 * C + 1/√2 * SL ROUT = FR + 1/√2 * C + 1/√2 * SR Reference ...
Using the AkAudioMixer Module
Wwise Unreal Integration
Wwise Unreal Integration Documentation Using the AkAudioMixer Module 目录 简要说明主混音 (FAkMixerPlatform) 组件子混音 (UAkSubmixInputComponent) 初始化 轮询顺序 音频缓冲 FAkMixerPlatform 设置Setting up the Wwise Project Setting up the Unreal Project FAkMixerPlatform 限制 UAkSubmixInputComponent 设置Setting up the Wwise Project Setting up the Unreal Project’s AudioCreating the Master Submix 捕获子混音 将自定义子混音指派给 Master ...
Hi folks, This question is essentially in 2 parts, but both relate to the audio options available to the user from within the settings/options menu. The first relates to Speaker Configuration/Audio Output, the second is regarding user selectable mix presets, both of which are often seen in the Audio Options menu of most AA-AAA titles. Although always slightly different, most titles offer a multitude ...
/qa/6799/plicate-constantpowerchannel down-libaksoundengine/
We have updated the Facebook SDK to v7.16.1 and are getting an error in the Xcode linking about duplicate symbol 'DSP::ConstantPowerChannelMixdown(AkAudioBuffer*, unsigned int, unsigned int, float*, float, float)' in libAkSoundEngine.a(ConstantPowerChannelMixdown.o). We were not getting that when using an earlier FacebookSDK. Is this a known issue? We are currently using Unity 2017.4.16f1 and Wwise ...
/qa/5055/ops-virtual-voices- er-plugins/
I'd like to use Playback Priority to allow only 20 loops (infinite continuous random containers) at a time. So, low priority loops stop playing, but once their priority climbs up they start playing again. Main question here: Can this be done without using Virtual Voices? My problem is, that some HRTF Mixer Plugins don't have a priority system, e.g. they don't exclude Virtual Voices from their ...
/qa/8691/-it-possible-to-up- -in-vr-contents/
HelloI'm a beginner!1. Does Wwise or any other program have the ability to automatically up-mix the sounds of existing VR contents? I'd like to upgrade from the Streo format to the 5.1 surround format.2. Is there a delay that gives a reverberation effect using HRTF? (I want to give a reverberation effect to the speaker.)
Why won't Editing States change in the Mixer Desk like in the Wwise 101-14 | Mixing Desk tutorial?
问答
/qa/8657/nt-editing-states-change- er-desk-wwise- ing-tutorial/
https://www.youtube.com/watch?v=m3fj82wmCN0&list=PLXMeprTk4ORPcG9rd_lilElZERqhtcEFU&index=14I was following the Mixing Desk tutorial above while using Wwise 2019, but when the Master Audio Bus objects are moved into the new "Busses" mixing desk (at around timestamp 4:52). When it's done in the video, the "Editing States" box on the top of the mixing desk window becomes inhabited with "PlayerLife.
/qa/4831/ulus-spatializer- er-plugin-showing-wwise-property-editor/
Project}\Assets\Wwise\Deployment\Plugins\Windows\x86_64\DSP\ folder. I've installed both the xlm and dll files in the folder directed but I'm still not getting the spatializer plug in in the mixer plug in the menu under the audio bus property editor. And ideas on what I could do next? I've updated wwise and my computer just in case it was the issue with no success. in the Audio Bus Property Editor ...
/qa/10806/ature-request-overlap-transition-actor- er-containers/
Hi, I hope this would be simple to implement: A new transition type for overlapping sounds that shouldn't fade in/out. In form, it should allow the user to have one sound in a sequence or random container start playing before the previous is finished. It would be defined by a Duration (like the current Delay mode, where the value represents how long before the end of the segment the next segment should ...
/qa/13431/tor- ers-should-show-inherited-playback-limits/
It seems strange to me that Playback Limits do not display inherited settings from parent Actor Mixers, but all other Advanced Settings on an Actor-Mixer do.
In wwise 2013 it was possible to have audio output to bluetooth headset, have the audio ran on background and mix with audio from another app like spotify. Since moving to use AVAudioSession (with wwise 2014) this has not been working anymore. I can have bluetooth audio output in ambient mode, but no music mixing or background audio OR I can have background audio and mixing but no bluetooth audio ...
/qa/7586/ity-engine-actor- er-effect-achieve-varying-delay-time/
Hi peoples! I am trying to insert a delay effect dynamically into the relevant Actor Mixer because depending on the level we need a varying delay time (we found no way of automating that through RTPC).I've found the following method in the documentation which seems to be the method I need:SetActorMixerEffect()In the Duration callback info I recieve a nodeID which is necessary, but when I try ...
I normally do the layering and production work in my DAW, but I get some harsh phasing and aliasing issues when doing a simple mono-mixdown. I understand I'll lose the depth and richness of the stereo image, but I wanted to know if you can recommend a healthier, less harmful way of converting a stereo original audio file to mono.I love the Wwise downmix conversion algorithm, but I need to do all the ...
/qa/3884/w-to-run-a-plugin-against-a-sub -of-sends/
I have an effect plugin hosted in an auxiliary bus. While it successfully processes all sends routed to that bus, it does not seem to be executed against a submix of those sends (rather, it sounds like it's processing each send buffer independently). I can give more detail if needed, but the main point is that I’d like to have it run in a context equivalent to the “submix ...
/qa/3000/y-documents-on- er-plug-in-development/
It seems there is almost no documents or samples regarding mixer plugin development excpet the header files. Where can I find some more detailed information on this topic? Are such docs only available to licensed customers and parterners? Thanks.
/qa/9466/tegration-volume-settings-actor- ers-reflecting-game/
Hi AK Folks! I have a pair of Sound Objects in Wwise that live underneath an Actor-Mixer. The play events I've created reference those Sound Objects directly. I've set the playback volume for these sounds at the Actor-Mixer level. When I test in Unreal 4 (PIE), the sounds seem to ignore this mix setting and play back at full volume. If I connect Wwise to Unreal, and then click on the Actor-Mixer, ...
/qa/2616/iting-states-window-in- er-layout-not-working/
However when I go back to the Mixing Desk and select either Alive or Dead in the "Editing States" window at the top, the parameters under the PlayerLife state remain greyed out, preventing me from making any changes. I am able to resolve this by going back into the floating Environmental Bus Property Editor window and adjusting any level there. Once I do that, if I go back to the Mixing Desk, the ...