Version
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Wwise 2021.1 is the last major version to support the SoundFrame. The SoundFrame is in end-of-life and has been replaced by the Wwise Authoring API (WAAPI), which completely overrides the SoundFrame. Refer to WAAPI® for more information. |
SoundFrame™ is a framework for communicating with Wwise. Using the SoundFrame SDK, you can build plug-ins that can be integrated directly into your world building application, whether it be Gamebryo®, Unreal Editor (UnrealEd), Maya®, 3ds Max®, or any internal proprietary tool. This type of plug-in, which is built on top of the communication framework, allows you to perform many Wwise functions directly in your world building application, such as playing events, triggering game sync changes, and modifying positioning properties. You will also be able to integrate Events at particular points in the animation, map Switches to game textures, visualize attenuation radiuses, and assign environmental reverb to zones, among many other things.
SoundFrame is also the ultimate tool for building audio simulation applications. Using the SoundFrame SDK, you can build any number of simulation tools, from something very specific, like the CarSim, which simulates car engine sounds, to something more comprehensive, like an Environment tester, where sounds can be tested and validated in the different environments of your game. These applications help to re-create sophisticated game scenarios where multiple Switches, States, Game Parameters, and so on are modified simultaneously. These sophisticated scenarios and simulations can be tailored to the specific needs of your game, which makes them a valuable resource for testing and validating audio.
After the tools are built using the SoundFrame API, you can test, validate, and integrate all aspects of your audio, without further programmer intervention, even before the game engine is ready to incorporate sound.
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