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  • Audiokinetic Launcher
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认证课程

  • Wwise Fundamentals (2024.1)
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  • Wwise Performance Optimization (2023.1)
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It's a good idea to over book a bit and rank events by priority. This makes it easier to decide which alternate session to go to if your first choice is full or not as interesting as you thought. While at the conference you might hear that there's a “must see” session that will bump your other plans which is fine. Most of the audio talks are pretty close to each other but if you're moving between ...
Nick: Since the experience allows for up to four players in the same world at once, we were able to give the local player priority over other players. This meant that in your “version” of the world, you’d hear your phasers firing over all the other players since we wanted you to feel the impact of your shots over other players. In a sense everyone had a mix tailored to their experience and actions.
However, in rainy or snowy weather, the weather system has higher priority, and it overpowers the music. Switching between the Training and Construction layers with two State Groups while controlling the day-night cycle with an RTPC. The game play of the GOT mobile game is no different from other SLG games. However, I wanted to do my best with the interactions and variations to avoid players getting ...
As our game focused on top-notch cut-scenes, keeping the audio in sync with game visuals was the top priority. However, unexpected crashes and temporal deviations would occur due to factors such as multi-thread asynchronous loading, back-end processing pressure, or diverse console performance. Once those issues occur, the player’s gameplay experience will be impaired dramatically. In most cases, we ...
The general mechanism of the combat voice system is to divide all those combat VO into roughly 100 categories to control and prioritize the VO in relation with every game priority and every combat situation.  This voice system really makes an immersive combat gameplay experience possible without compromising the tempo of the gameplay by carefully controlling vast amounts of combat VO assets and handpicking ...
That means with our audio-professionals test group no significant difference has been detected and we are extremely happy with our results.  Church1_GalleryTop_ORIGINAL.mp3    Church1_GalleryTop_IR.mp3 Locations: Our main goal was to capture spaces that allow creative immersive sound design with a high priority to video games and postproduction. Although some spaces also turned out to be very suitable ...
In设置得比较短(100ms)。接下来,是给t2和t3做metering侧链。首先设置rtpc: 在t21上加载meter插件,将读数发送到t22的rtpc上: 然后在t22和t23上配置rtpc(如下): 同样的metering侧链方式,也应用于t2压t3、t31压t32。如此设置,便完成了如下优先级的梯度设定: 奖励音效>部分子弹击中音效(如爆炸等)>部分伤害确认音效(如敌人死亡等)≥部分物件受击音效(如击中油桶爆炸)>大部分伤害确认音效(如命中躯干)=大部分子弹击中音效(如跳弹)>大部分物件受击音效 当然,声音的优先度,不仅需要通过动态混音来控制,也需要在素材层面进行把控,甚至需要用到Wwise的播放优先级(Playback Priority)来控制。通过控制响度差异和频响避让,也能做出很好的效果,此前有老师分享过侧链低切和侧链特定频段的控制方式,使用Wwise自带的插件已经能做出非常清晰 ...
Maybe you need to create a light-weight version of a complex granular synthesis design, to perf-optimize for where processing overhead has priority over fidelity or sound reproduction quality... Say, when going cross-platform from consoles to mobile. Or maybe you want to add some texturing over a very specific range (or combination) of parameter data, where running an instance of a granular synthesis ...
HDR 剔除那些不必要的声音。这并没有给我们的创作带来什么阻碍。不过,有时为了兼顾声音和优化需求不得不调整设计手法。除此之外,我们还结合使用了 Wwise 内置的各种优化系统(如 HDR、Playback Limit、Virtual Voice Behavior 和 Playback Priority)。乔基姆:对于任何一款游戏,同时播放大量声音几乎都会严重消耗 CPU 资源,像《It Takes Two》这样的分屏游戏当然也不例外。主要的办法是对声部和总线做出限制。不过,HDR 在这方面的效用也相当出色。藉此,不仅可以获得清爽、动态的混音效果,还可减少对游戏中的次要声音的处理,在达到既定音量阈值以下时将其剔除。《It Takes Two》支持五种不同的平台,其需求、要求、弱点和优点各不相同。我们的做法是不断甄别存在严重冲突的地方,确保游戏在所有主机环境下都能够顺畅运行。这样的话,便不必在 ...
Probably unlikely, but user comfort is top priority for Moon Mode’s productions, so I decided against this.The sine sweep was actually inspired by the interior ambience sounds from the Death Star in Star Wars: A New Hope. If you listen carefully during the quieter scenes on the Death Star, you’ll hear a sine wave slowly oscillating up and down in the background, like an artificial representation of ...
Each spatial audio task (ray-casting, path validation, etc.) is placed in a priority queue that, based on the load balancing spread setting, executes a specific number of tasks from the queue at each frame. Load balancing is particularly beneficial when using many emitters simultaneously. Large World Support The Wwise sound engine now supports large world coordinates for Game Objects by moving ...
Timing & Pacing of Scripted VO Dialogue Management (cooldowns, state driven playback behaviors, and interruption, queuing and priority logic) Localization Support Pre-mixing & Mixing All of this places our discipline firmly at the heart of the development process, from pre-production through the entire project lifecycle. Even where there is no recording to do, there is always plenty of work ...
It's a good idea to overbook a bit, and ranking events by priority makes it easier to decide which alternate session to go to if your first choice is full or not as interesting as you expected. While at the conference, you might also get word of a “must-see” session that will bump your other plans, which is fine. Most of the audio talks are pretty close to each other, but if you're moving between ...
For instance, if your game music is a stereo MetaSound, spatialization likely isn't a priority, so connect via the MetaSounds Attenuation settings. But if you're synthesizing a sound to be played by an object in an acoustic environment, then the WwiseAudioLink component would be the way to go.While you can do your own code-fu to implement additional AudioLink functionality if necessary, I'd guess ...
That game would later be titled Sound Haven Highway, a nod to the importance sound will play in the project.On the gameplay side, our priority was to create a full looping game, so we limited our scope given the time constraints. If we finished early, we could always polish or add some smaller mechanics that would improve the game. The main game mechanics are a highway of cars coming at the player ...
We had to use a lot of randomization to avoid phase issues on sounds occurring simultaneously, along with a pretty heavy priority system based on proximity to keep the voice count and performance under control. How does it work? The recorder itself takes the form of a custom plugin coded directly in Unreal in C++ using the Wwise API. The master output of Wwise is recorded as an audio file in the app’s ...
The task of remaking sounds would inevitably become a lower priority, and I am still hearing, in many AAA projects, collision sounds that were not good in the first project they were used in, re-used in the latest games. Admit it - you’ve all heard that crate break before!The mining of existing libraries that were not created for non-linear design specifically is very unlikely to yield audio gold.
Browser and Reconciliation The feedback we received since the launch made our plans to introduce the unified Wwise Browser a clear priority. In case you missed it in the 2022.1.5 release, we introduced the change that merges the Wwise and WAAPI pickers into the Wwise Browser. Instead of having the Wwise Picker display what is present in the SoundBank metadata, and the WAAPI Picker display what is ...
We had to take a few steps back and make a decision on what has the bigger priority (keep in mind that in terms of audio, the same team developed both new updates for GWENT and worked on Rogue Mage).  That’s why we decided to cut the map sound effects scope to the minimum. It was a hard decision to make, but we all agreed that a lack of very sophisticated ambience in that area is not subtracting anything ...