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This change also includes a modification to how ambisonics are mixed to stereo outputs, to improve the consistency with how Ambisonics are panned to other channel configs. WG-68207 Looping of ADPCM files is now sample-accurate. WG-69416 Added the error message "Number of simultaneous active playback critically high" when the sound engine detects that some continuous playbacks are stacking. WG-71672 ...
Changes Bug Fixes Fixes for Community-Reported Bugs Behavior Changes WG-57727 Fixed: Inaccurate results in Expander with Ambisonics or Objects configurations. Performance Changes WG-43880 Improved the throughput performance of the Wwise Compressor and Expander effects by up to 2x in most scenarios. WG-57501 Improved runtime performance of Reflect. Miscellaneous Changes WG-57071 Updated npm dependency ...
For example, throughput performance when processing 3rd-order ambisonics has improved by 4x, and throughput performance when processing 5th-order ambisonics has improved by 20x. Miscellaneous Changes WG-51974 Improved the positioning of the Texture labels in Spatial Audio Volumes. WG-53798 Added the following optional counters to the Performance Monitor: Spatial Audio - Computed Edges Spatial Audio ...
Projects that have been mixing with Ambisonics 2-2 and Ambisonics 3-3 channel configurations may need to adjust the volume of their Objects by approximately +2db or +4db, respectively, to compensate for this change. WG-49252 Multichannel audio that is sent as an Object through the SCE Audio 3D Object Panner is no longer mixed down into a single-channel object. Instead, each channel is now sent as ...
Additionally, the wet path now diffracts around geometry edges. 4th & 5th Order Ambisonics Wwise now supports the playback of 4th and 5th order Ambisonics audio sources and channel configuration on busses for runtime encoding. Support for Meshes Unreal: No longer limited to geometry primitives, the new AkGeometry component applies surface reflectors on either static or collision meshes and automatically ...
WG-38817 User meter type selection no longer overwritten by 3D Meter mode for ambisonics busses. WG-39167 WAAPI is now enabled by default in the User Preferences. Along with this, the "Allowed origins" field was renamed to "Allow browser connections from origins" to more accurately describe its purpose. The "#file" and "#unknown" origins are now enabled by default and there is no way to disable them.
See the Help documentation for more details about using ambisonics for 3D ambiences. WG-31971: The ability to merge a secondary output to the main device on the fly, without reinitializing the sound engine, was removed. In order to merge the secondary hierarchy to main, you now need to initialize the sound engine with AkInitSettings::settingsMainOutput::outputHierarchy = AkBusHierarchy_Primary | AkBusHierarchy_S ...
WG-32320 Fixed: Convolution Reverb crash on ambisonics input. WG-32357 Fixed: When Convolution Reverb is used on a bus with an ambisonic order higher than that of the IR, the dry level is not applied to excess channels. WG-32396 Fixed: Ambisonics may break in SCE Audio 3D plug-in when using lots of high priority panned objects. WG-32417 Fixed: (iOS) Crash on sink initialization with iOS 10.3 Beta.
However, this is only used for ambisonics rotation. If you are not using ambisonics files and no top vector is readily available, you may set them to any arbitrary value, such as the listener's top vector. WG-29828 (iOS) It is now unnecessary to call Suspend() and WakeupFromSuspend() for iOS for normal application interruptions (background/foreground, music, and so on). The management of the application ...
AK_STANDARD_MAX_NUM_CHANNELS (8) ///< Legacy: Platform supports at least 7.1 214  215 #define AK_MAX_AMBISONICS_ORDER (5) 216  217 #define AK_DEFAULT_HEIGHT_ANGLE 30.f 218  219 // Helpers. 220 inline void AK_SPEAKER_SETUP_FIX_LEFT_TO_CENTER( AkUInt32 &io_uChannelMask ) 221 { 222  if( !(io_uChannelMask & AK_SPEAKER_FRONT_CENTER) 223  && !(io_uChannelMask ...
Hi, I'm trying to output Wwise into a 3rd order Ambisonics configuration, however, I cannot output more than 8 channels (7.1) as any configuration with a channel count higher than this is not visible. There is the "Use audio device ShareSet" option however, these sharesets seem to always default to the highest channel count that Windows perceives the audio device as. Now, the Ambisonics configuration ...
Topics will include Spherical, Ambisonics & Spatial Capture; Procedural Audio & Interactive Scenes; Virtual Acoustics and Augmented Experiences; and many more around developments in immersive technology, spherical stereo image capture, and head-mounted displays and mapping solutions in the context of interactive design and gaming. In the past, IX has welcomed artists, designers, researchers ...
Wwise just that much cooler.     Key features include:     3D Audio Enhancements   The Wwise voice pipeline now fully supports Ambisonics which includes file playback, rotation, real time encoding/decoding, and recording. To our knowledge, there is no other game audio engine that does this!  We set the bar even higher for the great sounding Auro-3D headphone plug-in by adapting its input to receive ...
However, following on the trend to use ambisonics to record and transmit spatial audio data, it is also possible to record an impulse response using an ambisonics microphone. This will record the sound propagation coming from all directions, and later on will allow you to rotate the listener’s perspective interactively. This is a tremendous leap forward for spatial representation of reverberation.
Reflect and comparing static with dynamic early reflections, you are able to compare and experiment with sound portals, oriented reverb, occlusion and obstruction, audio LOD (level of detail), ambisonics vs. quad, binaural vs. standard stereo, etc.  Some scenarios requires connecting Wwise to the game, but most features are directly integrated in the game, and A-B comparisons can be executed in a ...
Can you elaborate on how you leveraged object based vs. ambisonics towards creating a cohesive spatial mix for this experience? RICHARD:We actually didn’t use any ambisonics in this experience, but instead used a combination of object-based sounds and more traditional 2D stereo sounds to help make the experience as ‘cinematic’ as possible. Because timings are generally locked for the experience, we ...
The solution was building a 64-speakers array behind fake walls and implementing all audio in Ambisonics.  The fake walls were built, and the speakers were implemented by WeSound, a company based in Hamburg which delivers massive soundscapes for many projects around Europe. WeSound used ICST Ambisonics tool from Zurich’s Institute for Computer Music and Sound Technology at the Zürcher Hochschule der ...
Can you elaborate on how you leveraged object based vs. ambisonics towards creating a cohesive spatial mix for this experience? Richard:  Everything we did for the game was actually object-based—we didn’t use any ambisonics. Sometimes simple is effective, and it’s what ended up working best here for this project!Nick:  For the most part, all the sounds you heard were attached to an object in space.
Can you elaborate on how you leveraged object based vs. ambisonics towards creating a cohesive spatial mix for this experience? Richard: This game is really an experience that takes you and three friends and throws you into a fast-paced VR world on an actual moving simulator. It goes by quick, and there’s so much going on and stimulating the players that we really didn’t have a need to use ambisonics ...
Additionally, the wet path now diffracts around geometry edges. 4th & 5th Order Ambisonics Wwise now supports the playback of 4th and 5th order Ambisonics audio sources and channel configuration on busses for runtime encoding.   Support for Meshes Unreal: No longer limited to geometry primitives, the new AkGeometry component applies surface reflectors on either static or collision meshes and ...