Wwiseヘルプ
sceAudioOut2UserCreate Failed.
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Wwise SDK
Wwiseヘルプ
Wwise 2023.1.9へようこそ
Wwiseを使い始める
Wwise system requirements
Starting and exiting Wwise
Wwiseインターフェースの基礎
Wwiseのアイコン
Wwiseにおける命名規則を理解する
Personalizing your workspace
Working with views
Working with layouts
Setting colors
Setting user preferences
Speeding up the way you work
Batch Rename機能を使う
プロジェクトをセットアップする
Wwiseのプロジェクトについて
プロジェクトの管理
プロジェクト設定の定義
プロジェクトのデフォルトオブジェクト値の指定
プロジェクトのトラブルシューティング
プロジェクト管理に関するコツとベストプラクティス
Managing platforms
Managing languages
Working with a team
Dividing your project into Work Units
Viewing the status of your project files
Using Wwise with your source control system
Resolving project inconsistencies
Managing project files with a source control plug-in
Source control tips and best practices
プロジェクトのメディアファイルの管理
インポート処理
メディアファイルのインポート
メディアファイルを置き換える
ファイルのインポートに関する問題への対処
Originalsフォルダ内のメディアファイルを並べ替える
キャッシュをクリアする
外部エディタでオーディオファイルを編集する
プラグインを使用してソースを作成する
メディアファイルの管理に関するコツとベストプラクティス
メディアアセットIDの管理
Actor-Mixer Hierarchyの構築
サウンドオブジェクトとは?
オブジェクトをグループにまとめてActor-Mixer Hierarchyを作成する
Actor-Mixer Hierarchyの構築
プロジェクト階層内のプロパティについて
プロパティ値をランダム化して再生を強化する
Actor-Mixer Hierarchyの構築に関するコツとベストプラクティス
アウトプットバス構造の構築
Master-Mixer Hierarchyのバスの使い方
バスのプロパティの設定
オブジェクトベースのオーディオを理解する
ゲームとのインタラクション
イベントの管理
Event Actionの種類
イベントの作成
イベントの使い方
Eventに関するコツとベストプラクティス
ダイナミックダイアログの管理
ダイアログイベントの作成
ダイアログイベントの活用
Dialogue Eventに関するコツとベストプラクティス
Stateの活用
Stateの活用
Defining transitions between States in a State Group
Assigning States to objects and busses
States tips and best practices
Switchの使い方
Switchの使い方
Mapping Game Parameter values to Switches
Switches tips and best practices
RTPCの使い方
Wwiseの、RTPCを理解する
Managing Game Parameters used in RTPCs
Controlling property values using Game Parameters
LFOの活用
Working with envelopes
Working with time
Viewing game objects
Using side-chaining
RTPC tips and best practices
Triggerの使い方
ダイナミックダイアログでStateやState Groupを活用する
サウンドやモーションでゲームを強化する
オブジェクトの再生方法の設定
オブジェクトの再生方法の設定
Random Container、Sequence Containerの再生方法の設定
Switch Containerの中身と再生方法の設定
Blend Containerの中身と再生方法の設定
オブジェクトの再生に関するコツとベストプラクティス
Defining positioning
Understanding positioning in Wwise
Working with speaker panning
Working with 3D spatialized objects
Crossfading speaker panning and 3D spatialization
Applying positioning to busses
3D positioning illustrated
Applying attenuation
Defining spatial positioning using animation paths
Routing audio signals to the center speaker
Positioning tips and best practices
バスコンフィギュレーションを理解する
Speaker and headphone panning rules
Using ambisonics
プライオリティ(優先度)の管理
Wwiseにおけるオブジェクトのプライオリティを理解する
オブジェクトの再生インスタンスの制限
再生プライオリティの設定
低ボリュームのオブジェクトの管理
プライオリティに関するコツとベストプラクティス
エフェクトの活用
Audio ObjectにEffectを使用
Effectを使用して環境音響を実現する
EffectのSoundBankの管理
Effectに関するコツとベストプラクティス
モーションの活用
モーションを生成する方法
ゲームのモーションを作成する
モーション用のアウトプット構造の構築
モーションに関するコツとベストプラクティス
Creating interactive music
Understanding interactive music
Interactive music project structure
Interactive Music Hierarchyの構築
Music Segmentとは
コンテナの種類
Interactive Music Hierarchyのプロパティについて
Interactive Music Hierarchyのオブジェクトの使い方
Interactive Music Hierarchyの構築に関するコツとベストプラクティス
ミュージックオブジェクトの再生方法の設定
ミュージックオブジェクトの時間設定の定義
Music Playlist Containerの再生方法の設定
Music Switch Containerの中身と再生方法の設定
インタラクティブミュージックの再生に関するコツとベストプラクティス
Music Track、Music Segmentの活用
Music Trackの再生方法の設定
トラックにサブトラックを追加する
サブトラックをSwitchやStateに関連付ける
トラックの中身を入れる
セグメントからトラックやサブトラックを削除する
Music Editorの目盛に合わせてスナップさせる
クリップの使い方
セグメントの試聴
キューの使い方
MIDIの活用
MIDIインストゥルメントの作成
トランジションの活用
トランジションマトリックスを理解する
ソースやデスティネーションのプロパティを設定する
トランジションセグメントの使用
スティンガーの活用
プロジェクトを仕上げる
アウトプットの管理
オブジェクトのアウトプットルーティングの指定
ユーザ定義のAUXセンドを使用する
ゲーム定義のAUXセンドを使用する
ラウドネスノーマライゼーションまたはメイクアップゲインを使用してボリュームを調整する
ボイスパイプラインを理解する
組み込みオーディオデバイス
セカンダリアウトプットを理解する
HDRを理解する
HDRの使用
Converting audio files
最終的なミックスの作成
ダウンミキシングの動作
Managing platform and language versions
Authoring across platforms
Localizing your project
Creating simulations
Building simulations
Managing playback of your simulation
Simulating with game syncs
Fine-Tuning properties in a simulation
Creating simulations tips and best practices
CPU使用の最適化
Managing memory in Wwise
プロファイリング
Wwiseにおけるプロファイリングの種類を理解する
Exploring the game profiling views
ボイスプロファイリング用のビューを使いこなす
ゲームオブジェクト用プロファイリングビューを使いこなす
Audio Object用プロファイリングビューを使いこなす
ローカルまたはリモートでゲームシステムに接続する
サウンドエンジンからのデータをキャプチャーする
Performance Monitorによるモニタリングとトラブルシューティング
Voice Inspectorでボイスを分析する
Game Object 3D Viewerでオブジェクトを観察する
Audio Objectのプロファイリング
プロファイリングに関するコツとベストプラクティス
プロファイリング機能のキーボードショートカット
SoundBankの管理
ゲームにSoundBankをロードする方法を理解する
SoundBank管理の戦略
ユーザ定義SoundBankの活用
ユーザのSoundBank設定
プロジェクトの各種SoundBankの生成
SoundBank出力フォルダのレイアウト
SoundBankメディアを管理する
SoundBankに関するコツとベストプラクティス
ファイルパッケージの管理
File Packagerプロジェクトの使い方
プロジェクト内のファイルパッケージの管理
ブロックサイズを設定する
ダウンロードコンテンツ(DLC)の概要
ファイルパッケージを生成する
コマンドラインでFile Packager引数を使用する
File Packagerに関するコツとベストプラクティス
Migrating your projects
Wwiseを使いこなす
Getting to know the Project Explorer
Setting display options
Using the Project Explorer search
Using the Project Explorer toolbar
Project Explorer keyboard shortcuts
Getting to know the Event Viewer
Changing the Event Viewer display
Event Viewerで情報を探す
Getting to know the Property Editor
General Settings tab
Conversion tab
Effects tab
Metadata tab
Positioning tab
Real-time Parameter Controls tab
States tab
Auto-ducking tab
HDR tab
Transitions tab
Stingers tab
MIDI tab
Advanced Settings tab
All Properties tab
Property Editorを使って作業する
Getting to know the Contents Editor
Sound objects
Random Container
Sequence Containers
Switch Container
Blend Container
Actor-Mixers
Virtual Folders
Busses
Event
Switch Group
State Group
Music Tracks
Music Segments
Music Playlist Containers
Music Switch Containers
Contents Editorで作業する
Getting to know the Transport Control
Setting playback properties
Pinning objects in the Transport Control
Playing, pausing, or stopping content
Using game syncs during playback
Transport Control keyboard shortcuts
Getting to know the Schematic View
Schematic View keyboard shortcuts
グラフビューについて
グラフビュー表示設定を変更する
グラフビューのコントロールポイントの使い方
グラフビューのカーブの使い方
グラフビューのキーボードショートカット
Getting to know the timeline
Panning and zooming the timeline
Configuring the positioning timeline
Working with the Music Segment Editor timeline
Object TabとObject Tab Groupを活用する
Working with searches, queries, and references
プロジェクトのエレメントを検索する
Finding the project elements that reference a particular object
Working with queries
Queries tips and best practices
プリセットを使用する
Copying and pasting object properties
コントロールサーフェスの使用
コントロールサーフェスデバイスをWwiseに接続する
Control Surface Sessionを作成する
Control Surface Sessionを操作する
コントロールサーフェスのバインディングを作成する
コントロールサーフェスのView Groupsを理解する
Control Surface Sessionのコンフリクトへの対応
コントロールサーフェスのツールバーの使用
レファレンストピック
Project
Language Manager
File Managerを使う
License Manager
Remote Connections
Nuendo Connection Settings
Importing
Import Factory Assets
Audio File Conversion
Clear Audio File Cache
Project Settings
Platform Manager
Profiler Settings
User Preferences
コントロールサーフェスデバイス
キーボードショートカット、カスタムコマンド
Views
Integrity Report
Details
Logs View
Audio Device Meter
Loudness Meter
Master-Mixer Console
Meter
Contextual Help
SoundBank Manager
Transport Control
Paste Properties
Edit、Audio、Windows、Help
Edit
Audio
Windows
Help
Project Explorer
Audioタブ
Eventsタブ
SoundBanksタブ
Game Syncsタブ
ShareSetsタブ
Sessionsタブ
Queriesタブ
Project Explorer - Browser
New(ブラウザ)
Work Unit
プリセット
検索と、プロジェクト全体の編集
Event Viewer
Filteredタブ
Current Selectionタブ
Orphansタブ
Profilerビュー
Capture Log
Capture Log Options
Capture Logで報告されるエラー
3D Audio Object limit exceeded; object will be mixed.
ACP ERROR: [具体的なエラーテキスト].
AddOutput() needs unique Listeners for multi-instance outputs using the same Audio Device type.
AkInitSettings::uNumSamplesPerFrame set to a value that is not 256, 512, or 1024. 3D Audio will be disabled.
AkInitSettings::uNumSamplesPerFrame value unsupported by Opus hardware decoder. Supported size: 256, 512 and 1024. Opus will be disabled.
AkOutputDeviceID not found as an active device in call to function ...
AkPlatformInitSettings::uMaxSystemAudioObjects (...) does not meet minimum requirement of ... System Audio Objects. System Audio Objects will be mixed.
AK::SoundEngine::AddOutput: Output already exists, not added a second time. Shareset: ... Device: ...
AK::SoundEngine::SetMultiplePositions: Too many positions.
AK::SpatialAudio::SetGeometry: error setting geometry.
AK::SpatialAudio::RemoveGeometry: error removing geometry set.
AK::SpatialAudio::SetGeometryInstance: error setting a geometry instance.
AK::SpatialAudio::RemoveGeometryInstance: error removing a geometry instance.
AK::SpatialAudio::SetGameObjectRadius: Outer radius must be greater than inner radius.
AK::SpatialAudio::SetGeometry - More than two triangles are connected to the same edge.
AK::SpatialAudio::SetGeometry - Triangle formed by vertices [v0, v1, v2] is too large.
AK::SpatialAudio::SetGeometry - Triangle number ... is skipped because it is invalid; two or more of its vertices are at the same position.
AK::SpatialAudio::SetGeometryInstance - Transform is not valid.
AK::SpatialAudio::SetPortal: Invalid extent. Extent dimensions must be positive.
AK::SpatialAudio::SetPortal: Portal must have a front room which is distinct from its back room.
AK::SpatialAudio::SetGeometryInstance or AK::SpatialAudio::SetRoom: Geometry instances which are not watertight cannot be used for the definition of a room.
Ambisonic is only available with 3D audio. 3D audio is not enabled in the Audio Device, reverting to standard configuration.
Another process is using Microsoft Spatial Sound objects. Some audio objects may be mixed.
Attempting to set a rendered Effect
Audio command is too large to fit in the command queue. Break the command in smaller pieces.
Audio command queue is full, blocking caller. Reduce number of calls to sound engine or boost command queue memory.
Audio Device could not honor the channel config requested with AkOutputSettings; default config will be used.
Audio Device not found in Init bank.
Audio Device not found in Init bank: ...
Audio node not found in call.
Audio thread resumed, audio restarts.
Audio thread suspended. Audio output will be silent.
Bank Load Failed.
Bank or Media pointer not aligned to ... bytes.
Bus not found in Init bank.
Bus <name> not found in Init bank.
Cannot initialize passthrough. Passthrough and objects will be disabled.
Cannot initialize with ambisonic channel configuration, reverting to standard configuration.
Cannot open file ... in path(s): ...
Cannot schedule music segments: Stopping music.
Cannot schedule music switch transition in upcoming segments: using Exit Cue.
Cannot seek in sound that is within a continuous container with special transitions.
Can't call ... on child bus. Use on Master busses only.
Codec plug-in not registered.
Convolution Reverb media type is not compatible with plug-in. Soundbanks may need to be re-generated due to plug-in version differences, or were generated for the wrong platform.
Convolution Reverb plug-in parameters are invalid, effect is disabled.
Could not allocate effect.
Could not initialize 3D audio.
Could not connect to audio input device. Audio input callback will not be called.
Could not find plug-in dynamic library.
Could not register plugin.
Cross-Fade transition ignored: Estimated length not available. Make sure sounds with Cross-Fade transitions virtual mode are set to \"Play from elapsed time\" and that only sounds with finite duration are used.
Device ID not recognized by the platform or is disabled.
Dead game object ID used in function ... This object was unregistered with AK::SoundEngine::UnregisterGameObj some time prior this call.
Duplicated media has different length in bank X. Check previously unloaded bank. Stopping sound.
Dynamic Sequence already closed.
Dynamic Sequence ID not found.
Early reflections are not supported on sounds using 3D Position: Listener with Automation. The assigned early reflections bus will be ignored.
Effect ShareSet not found in function ...
End of pre-connection errors.
Error while computing virtual source elapsed time.
Error while loading bank.
Error processing convolution effect.
Event ID not found.
External source missing from PostEvent call.
Failed creating hardware-accelerated voice.
Failed creating source.
Failed posting event: <EventName>.
Failed to connect System Audio Object to Apple Spatial Audio. Some sounds will not be audible.
Fatal XAPU failure, Opus sounds will glitch while it is being reset.
File ... could not be opened due to permissions, access rights or conflicting open modes. (Found in path(s): ...).
File header too large due to markers or envelope.
File ... not found in path(s): ...
File or loop region is too small to be played properly.
FLT_MAX not supported in function ...
Game message ...
Hardware accelerated audio decoding failed.
Hardware audio subsystem stopped responding. Silent mode is enabled.
Hardware Opus Decoder error. Sound killed.
Ignoring seek after end of playlist.
Impulse Response configuration type does not match input signal's configuration type.
Incompatible plug-in dynamic library file.
Inconsistent source status.
Initialization of output device failed.
Insufficient memory preparing media. Sound will not play.
Insufficient Space to Load Bank.
Internal error, contact Support with this information.
Invalid file header.
Invalid file size for ... at path ...
Invalid floating point value detected : non-finite(or NaN) priority.
Invalid float in parameter ... of function ...
Invalid parameter ... in function call ...
Invalid plug-in execution mode.
Invalid State Group ID.
Invalid transform in function ...
I/O settings incompatible. Block size must be between one and Granularity and whole fraction of the granularity.
Invalid configuration for Mastering Suite; processing halted.
Invalid File.
Job Manager ran out of memory. Significant loss of performance or instability may occur.
Job worker function was called more often than it was requested. Check your sound engine integration.
L-R channels gain differ (L: %1.0f dB, R: %1.0f dB), ignoring values for headphones output.
Load bank failed : incompatible bank version.
Lower engine command list is full.
Mastering Suite: Unable to register to the ... callback.
Mastering Suite: Unable to unregister the ... callback.
Maximum Impulse Response length of hardware Convolution Reverb reached.
Maximum number of hardware-accelerated voices reached. Voice will not play.
Media not available.
Media ... could not be updated from Wwise Project. Previous media, if available, will be used.
Media updated: ... transferred from Wwise Project. Glitches might be heard. Previous media from other sources (bank, prepared, etc) will be ignored.
Media was not loaded for this source.
Memory allocation error in Mastering Suite; processing halted.
Memory allocation failed.
Microsoft Spatial Sound not enabled by user.
Microsoft Spatial Sound: Too many dynamic objects. Some sounds may not play.
Mismatching media size error for file ... Possibly caused by mismatching sound bank or WEM resources.
Missing music node parent. Make sure all banks containing music structures are completely loaded.
Monitor Queue full. Increase the size of uMonitorQueuePoolSize. Message size ... bytes.
Monitor Queue message is too large. Increase the size of uMonitorQueuePoolSize. Message size ... bytes.
Music engine not initialized : Content cannot be loaded from bank.
Music engine: Seeking failed. Music will continue from current position.
Music system is stopped because a music playlist is modified.
No audio device found on system.
No default Switch value selected in group ...
No input files for Impact.
No marker in file; seeking to specified location.
No memory size provided in AkExternalSource structure, but data pointer was used. Fill uiMemorySize.
Non-compliant device memory detected. Device memory is required for hardware acceleration.
Non-empty array of listeners specified for AddOutput() but uNumListeners is set to zero.
Not a plug-in dynamic library.
Not a valid Switch value ... in group ...
Not enough memory in I/O pool to start stream.
Not enough memory to complete the operation in ...
Not enough memory to start sound.
Nothing to play in Dynamic Sequence.
No Switch Group selected for this Switch Container.
Number of Resume and/or Play-From-Beginning virtual voices has reached warning limit (see Project Settings > Log tab). There may be some infinite, leaked voices.
NX audio device notification registration failed, output format changes will not be detected.
Opus decoder failure.
Opus hardware stopped responding.
Opus HW command failure. <Error code> Sound will glitch.
Output bus ... not found. Make sure that the Init bank is loaded first.
Pending action was destroyed because a critical memory allocation failed.
Play Failed.
Playing a trigger-rate container as part of a sample-accurate playlist is not supported and will sound out-of-sync.
Playing ID ... not found in function ...
Plug-in does not support Audio Objects bus configuration.
Plug-in execution failure.
Plug-in initialization failure.
Plugin media at index ... not available.
Plug-in media unavailable.
Plug-in ...
Plug-in ... Shareset ...
Plug-in not found.
Plug-in unsupported channel configuration.
Plug-in version doesn't match sound engine version. Ensure the plug-in is compatible with this version of Wwise.
Portal ... not found in function ...
Portals cannot connect rooms that are in the same Reverb Zone hierarchy.
Recorder: Cannot create output file.
ReplaceOutput could not properly remove old output device.
Rescheduling music clips because a track was modified.
Reset Playlist action on a continuous container is ignored.
Reset Playlist action with a game object specific scope is ignored on a global container.
Reverting to default Built-in Audio Device.
Reverting to Dummy Audio device (no output).
sceAudioOut2MasteringGetState failed.
sceAudioOut2MasteringInit failed.
sceAudioOut2MasteringSetParam failed.
sceAudioOut2UserCreate failed.
sceAudioOut2UserDestroy failed.
Seeking after end of file. Playback will stop.
Seek failed due to seeking past end of file.
Seek table is not present, or seek table granularity is larger than the maximum decode buffer size. Conversion settings may need to be updated.
Segment look-ahead plus pre-entry duration is longer than previous segment in sequence.
Selected media ... not available.
Selected node not available. Make sure the structure associated to the event is loaded or that the event has been prepared.
SetBusConfig cannot modify master bus speaker configuration, it is dictated by the audio hardware.
SetMixer can only apply to Bus or Aux Bus.
SetMixer: Plug-in instantiation failed.
Some errors occurred pre-connection, listed below:
Sound Engine was already initialized. New settings ignored.
Sound Engine is not initialized yet or Init bank has not been loaded. Function: ...
Soundbanks have been generated with Convolution Reverb parameters that do not match Sound Engine runtime conditions. No wet path will be heard.
Source file is of different format than expected.
Source plug-in not found in currently loaded banks.
Source starvation.
Stinger could not be scheduled in this segment or was dropped.
Switch ... is bound to RTPC ... It can not be set directly.
Switch Group ... has no Switch Values at all. Switch container will do nothing.
System does not meet minimum requirement for System Audio Objects. System Audio Objects will be mixed.
System ran out of resources while loading plug-in dynamic library.
The Audio Device specified by AddOutput() or Init() could not be initialized.
The game object for an event was not registered as an emitter. Make sure the game object is registered as an emitter before using it to post an event.
The hardware-accelerated voice subsystem failed to initialize.
The playing sound is assigned the same Early Reflection Auxiliary Bus in the Authoring Tool that has been set via AK::SpatialAudio::SetImageSource. Use a unique bus to avoid image source conflicts.
Too many children in one single container.
Too many event posts on event.
Too many game objects in array in <Function>
Transition not sample-accurate due to codec internal error.
Transition not sample-accurate due to incompatible audio formats.
Transition not sample-accurate due to incompatible encoding parameters.
Transition not sample-accurate due to mixed channel configurations.
Transition not sample-accurate due to source starvation.
Transition not sample-accurate, the new source is shorter than two audio frames. Use a software codec to support this case.
Triggered a game-object-scoped modulator in a global context (such as a bus or bus effect). Modulator will have global scope.
Triggered a note-scoped or playing-instance-scoped modulator in a global context (such as a bus or bus effect). Modulator will have global scope.
Type mismatch while loading bank. Object ... is a ... in the currently loading bank. It was a ... in bank ...
Unexpected call to PrepareGameSyncs.
Unexpected error in Mastering Suite; processing halted.
Unknown Argument Value name.
Unknown/Dead game object ID used in <FunctionName>. Make sure the game object is registered before using it and do not use it once it was unregistered.
Unknown Dialogue Event: ...
Unknown game object ID used in function ... This ID was not registered with AK::SoundEngine::RegisterGameObj before.
Unknown IO device error.
Unknown State Group referenced.
Unload bank failed, requested bank was not found.
Unsupported encoding, only PCM, ADPCM, and Vorbis are supported.
Virtual source failed becoming physical.
Voice starvation.
Vorbis decoder allocation failed.
Vorbis decoder failure.
Vorbis Hardware Acceleration library not found. Source will be decoded in software.
Warning: Bank contains rendered source effects which can't be edited in Wwise.
Wrong number of Arguments for Dialogue Event argument list in function: ... Expected ..., got ...
Wwise audio out of range ...
Wwise audio out of range ... , bus ID ...
Wwise audio out of range. Bus Effect ..., bus ID ...
Wwise audio out of range. ..., ray ...
Wwise Motion Device Initialization.
XMA Error, frame dropped. Audible glitch possible.
XMA Fatal Error, sound will be terminated.
XMA Voice Reset failed, voice may leak.
sceAudioOut2ContextCreate Failed.
sceAudioOut2UserCreate Failed.
Unsupported feedback connection to Audio Objects bus.
Performance Monitor
Advanced Profiler
Voice Inspector
Audio Object 3D Viewer
Audio Object List
Audio Object Metadata
Audio Object Meter
Voice Monitor
Voice Explorer
Game Object 3D Viewer
Game Sync Monitor
Profiler Statistics
Wwiseのプラグイン
Audio Device plug-ins
AK ASIO Output
サードパーティやカスタムのAudio Device
Audio Device Effect plug-ins
Mastering Suite
Source plug-ins
AK ASIO Input
オーディオ入力(Audio Input)
External Source
Impacter
Motion
Silence
サイン波(Sine)
Soundseed Air Wind
Soundseed Air Woosh
Soundseed Grain
Synth One
Tone Generator
Effect plug-ins
3D Audio Bed Mixer
AK Channel Router
AK Convolution Reverb
Compressor
Delay
Expander
Flanger
Gain
Guitar Distortion
Harmonizer
Matrix Reverb
McDSP FutzBox Lo-Fi Distortion
McDSP ML1 Mastering Limiter
Meter
Parametric EQ
Peak Limiter
Pitch Shifter
Recorder
Reflect
RoomVerb
Stereo Delay
Time Stretch
Tremolo
VST3 plug-ins
Wwiseのツール
File Packager
File Order Editor
Generating Packages dialog
Multi-Channel Creatorを使う
Multi-Channel Creator reference
Wwise Wave Viewer
その他のリソース
用語集
Wwiseの基本的なアプローチ
Cubeインテグレーション
Sample Project
Wwise Unityインテグレーション
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Audiokinetic Launcher
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GME In-Game Voice Chat
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Capture Log
Capture Logで報告されるエラー
sceAudioOut2UserCreate Failed.
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sceAudioOut2UserCreate Failed.
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