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
Width,并根据是否希望声音穿过表面做了相应设置(主要是为了确保地板不是透明的)。SAV_Forest 现在是 RZ_Meadow 的父对象,而 RZ_Meadow 又是 RZ_Town 的父对象。 这时要记得为每个 Room 和 Reverb Zone 恰当设置 Room Priority,以确保游戏对象最终被包含在正确的 Room 中。我将 SAV_Forest 设为了最低优先级,然后是 RZ_Meadow,优先级最高的是 RZ_Town。实际数值并不重要,只要顺序正确即可。在这种设置下,声音可以穿过此层级结构下的所有分层,并且每个 Reverb Zone 都可将相关的声音发送到自身所在区域。就像之前一样,RZ_Meadow 对 SAV_Forest 也有同样的分隔效果,而 RZ_Town 则对两者都有分隔效果。在主角到达小镇时,森林环境声会被大幅衰减甚至完全消失。相反,在走近时会听到与 ...
Some objects were deemed high enough priority to have these surfaces bespoke and baked into the asset but often this was achieved additively with an main “object” loop that and a “surface” loop playing at the same time that we can share with other physics objects. There are various design and puzzling elements across the game that require bespoke sound design and implementation. Are there examples ...
We are working on that, albeit with a low priority; too many great things to do and too little time! Question 6: What would be three other benefits of Strata? There was a lot of commonality in the replies, it’s just as well we only asked for three, here is a hi-light list: “Variety of collections” “All-in-one-place solution.” “Having provided the library in REAPER format” “That you have partnered ...
That made sense in a practical and logical way, as combat could take priority in the open world switch, guaranteeing that when the player was in combat, the combat music would overrule any potential exploration music. Single music switch: Pros and cons There are a bunch of considerations for going with a single music switch, many in the form of double-edged swords. Some of the considerations include: Integrity: ...
Audiokinetics webpage I have seen that I can try to "make sure the audio processing thread (named AK::EventMgrThread , but whose priority is set via AkPlatformInitSettings::threadLEngine) has a high enough CPU priority to process." The question is, how do I do this? And does anyone have an idea why this might be happening? Has anyone experienced this before? Hello, I'm experciencing exactly the same ...
How to have wwise events that play sound with positioning on DOTS/ECS objects that lack a gameObject? We are aware that posting an event demand a GameObject , altough how could wwise works with such features. We are evalutating wwise integration into a new project and we would like to know how can we approcach this. https://unity3d.com/how-to/DOTS-resource-list Have wwise ever support that Unity ...
Game: Overwatch Wwise Tour 2016 - Audio in Overwatch by Blizzard Entertainment. Filmed in Montreal on June 20th 2016 at Centre Phi. Presented by Scott Lawlor, Project Audio Director at Blizzard Entertainment and Tomas Neumann, Senior Software Engineer 2 at Blizzard Entertainment. Wwise by Audiokinetic. https://www.audiokinetic.com/ The session starts with an introduction and an overview regarding ...
_android_2_ak_platform_funcs_8h_source
Wwise SDK - Android™
Try to set the thread policy 159 int sched_policy = in_threadProperties.uSchedPolicy; 160 161 // Get the priority for the policy 162 int minPriority, maxPriority; 163 minPriority = sched_get_priority_min(sched_policy); 164 maxPriority = sched_get_priority_max(sched_policy); 165 166 // Set the thread priority if valid 167 sched_param schedParam; 168 schedParam.
_i_ak_stream_mgr_8h_source
Wwise SDK
Also, this is only a heuristic: it does not guarantee that data will be ready when calling AK::IAkAutoStream::GetBuffer(). 103 AkPriority priority; ///< The stream priority. it should be between AK_MIN_PRIORITY and AK_MAX_PRIORITY (included). 104 }; 105 106 /// Automatic streams buffer settings/constraints. 107 struct AkAutoStmBufSettings 108 { 109 AkUInt32 uBufferSize; ...
_open_harmony_2_ak_platform_funcs_8h_source
Wwise SDK - OpenHarmony
Try to set the thread policy 168 int sched_policy = in_threadProperties.uSchedPolicy; 169 170 // Get the priority for the policy 171 int minPriority, maxPriority; 172 minPriority = sched_get_priority_min(sched_policy); 173 maxPriority = sched_get_priority_max(sched_policy); 174 175 // Set the thread priority if valid 176 sched_param schedParam; 177 schedParam.
_i_ak_plugin_8h_source
Wwise SDK
ID of the event corresponding to this voice (if applicable). 227 virtual AkPlayingID GetPlayingID() const = 0; 228 229 /// Get priority value associated to this voice. When priority voice is modified by distance, the minimum distance among emitter-listener pairs is used. 230 /// \return The priority between AK_MIN_PRIORITY and AK_MAX_PRIORITY inclusively. 231 virtual AkPriority ...
_n_x_2_ak_platform_funcs_8h_source
Wwise SDK
Platform-specific thread properties definition. 51 //----------------------------------------------------------------------------- 52 struct AkThreadProperties 53 { 54 AkInt32 nPriority; ///< Thread priority. 0=highest, 31=lowest. 55 size_t uStackSize; ///< Thread stack size. 56 int iIdealCore; ///< Preferred core number: see nn::os::SetThreadCoreMask documentation.
_win32_2_ak_platform_funcs_8h_source
Wwise SDK - Windows
Platform-specific thread properties definition. 48 //----------------------------------------------------------------------------- 49 struct AkThreadProperties 50 { 51 int nPriority; ///< Thread priority 52 AkUInt32 dwAffinityMask; ///< Affinity mask 53 AkUInt32 uStackSize; ///< Thread stack size. 54 }; 55 56 //------------------------------------------------------ ...
_p_s4_2_ak_platform_funcs_8h_source
Wwise SDK
Platform-specific thread properties definition. 43 //----------------------------------------------------------------------------- 44 struct AkThreadProperties 45 { 46 int nPriority; ///< Thread priority 47 SceKernelCpumask dwAffinityMask; ///< Affinity mask 48 size_t uStackSize; ///< Thread stack size 49 int uSchedPolicy; ///< Thread ...
_p_s5_2_ak_platform_funcs_8h_source
Wwise SDK
Platform-specific thread properties definition. 44 //----------------------------------------------------------------------------- 45 struct AkThreadProperties 46 { 47 int nPriority; ///< Thread priority 48 SceKernelCpumask dwAffinityMask; ///< Affinity mask 49 size_t uStackSize; ///< Thread stack size 50 int uSchedPolicy; ///< Thread ...
_common_2_ak_types_8h_source
Wwise SDK
Auxilliary bus ID 66 typedef AkInt16 AkPluginParamID; ///< Source or effect plug-in parameter ID 67 typedef AkInt8 AkPriority; ///< Priority 68 typedef AkUInt16 AkDataCompID; ///< Data compression format ID 69 typedef AkUInt16 AkDataTypeID; ///< Data sample type ID 70 typedef AkUInt8 AkDataInterleaveID; ///< Data interleaved state ...
高级 Stream Manager API 说明
Wwise SDK
AkUInt32 uSizeTransferred; eResult = pStream->Read( pBuffer, BUFFER_SIZE, true, // 阻塞 AK_DEFAULT_PRIORITY, // 默认优先级。 0, // 截止时间为 0:现在请求数据(当然会延迟)。 uSizeTransferred ); // 检查返回代码。 if ( eResult != AK_Success ) { printf( "Read failed.\n" ); bSuccess = false; goto stdstmbasictest_cleanup; } // 测试:如果未到达文件末尾,则读取大小应等于请求大小。验证。 bool bReachedEOF; ...
AkTypes.h
Wwise SDK
Plugin 更多... #define AKPLUGINID_IMPACTER (184) #define AKPLUGINID_SYSTEM_OUTPUT_META (900) System output metadata 更多... #define AKPLUGINID_AUDIO_OBJECT_ATTENUATION_META (901) Attenuation curve metadata 更多... #define AKPLUGINID_AUDIO_OBJECT_PRIORITY_META (902) Audio object priority metadata 更多... #define AKEXTENSIONID_SPATIALAUDIO (800) Spatial Audio 更多... #define AKEXTENSIONID_INTERACTI ...
_ak_sound_engine_8h_source
Wwise SDK
The files will remain cached until UnpinEventInStreamCache is called, or a higher priority pinned file needs the space and the limit set by 990 /// uMaxCachePinnedBytes is exceeded. 991 /// \remarks The amount of data from the start of the file that will be pinned to cache is determined by the prefetch size. The prefetch size is set via the authoring tool and stored in the sound banks. ...
a
Wwise SDK
IAkPlugin.h AK_DECLARE_PLUGIN_CONTAINER : PluginInfoGenerator.h AK_DECLARE_THREAD_ROUTINE : AkPlatformFuncs.h AK_DEFAULT_BANK_IO_PRIORITY : AkTypes.h AK_DEFAULT_BANK_THROUGHPUT : AkTypes.h AK_DEFAULT_GEOMETRY_FRONT_X : AkSpatialAudio.h AK_DEFAULT_GEOMETRY_FRONT_Y : AkSpatialAudio.h AK_DEFAULT_GEOMETRY_FRONT_Z : AkSpatialAudio.h AK_DEFAULT_GEOMETRY_POSITION_X : AkSpatialAudio.h AK_DEFAULT_GEOMETRY_POSITION_Y ...