Based on a profound understanding of the needs of both sound designers and
audio programmers, Audiokinetic has created Wwise, an innovative solution
dedicated to the art of audio design. Several years in the making, Wwise has
been developed with the following premises in mind:
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Providing a complete authoring solution.
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Redefining the production workflow for audio and motion.
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Improving pipeline efficiency.
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Pushing the boundaries of gameplay immersion using audio and motion.
This powerful and comprehensive audio pipeline solution consists of the
following:
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A powerful authoring application—a non-linear authoring tool for
creating audio and motion asset structures, defining propagation,
managing sound, music, and motion integration, profiling playback, and
creating SoundBanks.
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An innovative sound engine— a sophisticated sound engine that manages
audio and motion processing, performs a comprehensive set of diverse
functions, and is highly optimized for each platform.
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A game simulator—a LUA script interpreter that reproduces exactly how
sounds and motion will behave in the game, allowing you to validate
specific behaviors and profile the performance of Wwise on each platform
before the integration of Wwise into your game's sound engine.
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A plug-in architecture—a completely scalable plug-in architecture for
quickly expanding the audio immersion in the game. Several plug-ins are
available, including:
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Source plug-ins for generating audio and motion, such as a tone
generator.
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Effect plug-ins for creating audio effects, such as a reverb.
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An interface between Wwise and world builders (Wwise Authoring API)—a
unique plug-in interface with external game world builders or 3D
applications that enables external applications to seamlessly communicate
with Wwise. From the Wwise Authoring API, you can easily modify everything that
can normally be modified using the Sound Engine API.
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