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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

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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 ...
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.
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; ...
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.
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 ...
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.
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 //------------------------------------------------------ ...
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 ...
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 ...
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 ...
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 ...
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 ...