Wwise バージョン
2024.1.5.8803

2024.1.5.8803

2023.1.13.8732

2022.1.19.8584

2021.1.14.8108

2019.2.15.7667

2019.1.11.7296

2018.1.11.6987

2017.2.10.6745

2017.1.9.6501

2016.2.6.6153

2015.1.9.5624

  • Cubeインテグレーション
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  • Wwiseの基本的なアプローチ
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その他のドキュメント

  • Strata
  • ReaWwise
  • Audiokinetic Launcher
  • Wwise Audio Lab​
  • Wwise Adventure Game
  • GME In-Game Voice Chat

技能検定コース

  • Wwise-101 (2024.1)
  • Wwise-201 (2021.1)
  • Wwise-251 (2023.1)
  • Wwise-301 (2023.1)

その他のソース

  • ウェブサイト
  • 動画
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Frías, one of my friends and now business partners, told me that he had been working on a few 360 video productions with ambisonics and thought it would be interesting if we could work with those recordings in post production. After a bit of research, I found Two Big Ears (now Facebook360), and started exploring spatial audio. After talking to two other friends, Sarah Gibble-Laska and Karim Douaidy ...
configuration of the endpoint.2. Backgrounds_MainMix:[Same as Main Mix] This Audio Bus includes ambient backgrounds configured for ambisonics and quad auditioning by default. Sounds routed to this Audio Bus will be delivered to the Audio Device to be mixed according to the Main Mix channel format initialized by the endpoint, specified by the Audio Device, or as defined by an Audio Bus Configuration.
Ambience Collections: Having the ambience pre-configured in multiple channel formats (e.g., stereo, quad, octo, 5.1, 7.1.4, ambisonics, etc.) is a great time saver.    Efficiency: The time they will save in the future as they expand their usage of Strata is well worth the learning curve. ReaWwise: ReaWwise is a REAPER extension by Audiokinetic that simplifies the rendering, naming and transferring ...
rewritten, with throughput performance improvements of up to 4x in many scenarios. For some scenarios, such as when processing ambisonics, the difference is magnified even further, with an over 20x improvement in throughput performance. A related benefit to the changes for AK Compressor and Expander is that we also resolved some inconsistencies in behaviour across different channel configurations.
virtualization DAW plugins, we defined workflows to easily switch between different spatial formats like binaural audio, Ambisonics, and multichannel audio. Instead of spending their time with endless technical setups, our users can focus on what's important: creating a great-sounding mix.With dearVR SPATIAL CONNECT for Wwise, we are reaching the same goal of mixing audio for VR/AR games and experiences ...
Submersion ambiences, these new ambiences are available in different multichannel formats, from simple stereo to quad, 5.0, 7.0.4, ambisonics, and more. This will allow you to choose and modify the best format quickly and easily depending on your scene.  Ambience Objects: Here is the best place to find the sounds that will perfectly fit into your underwater soundscape. Each layered sound offers a ...
their loudness when panned to a non-ambisonic bus. Specifically, this change increases the volume of multichannel sources for ambisonics by several decibels, depending on their channel count. For example, there will be an increase of +3db for a stereo source and +6db for a quadraphonic source. In practice, this means that any corrections to the mix that were made specifically for this situation can ...
5th-order ambisonic output. Note that capturing 4th-order or 5th-order ambisonic output still outputs only 3rd-order FuMa-encoded ambisonics. WG-62494 Fixed: While saving a Wwise project, the field LogCentralIgnoreList is persisted in non-deterministic order, unnecessarily causing the project to be dirty. WG-63202 Fixed: (Spatial Audio) Spread cones can briefly face the wrong direction when near the ...
5th-order ambisonic output. Note that capturing 4th-order or 5th-order ambisonic output still outputs only 3rd-order FuMa-encoded ambisonics. WG-61974 Fixed: Voice Inspector sometimes fails to display attenuation contributions when scrubbing the timeline. WG-63879 Fixed: Inaccurate data in Voice Inspector's Contribution List when dragging the timeline cursor at a resolution smaller than the audio ...
the emitter and listener when the channel configuration of the output bus is fully 3D, that is, it has height channels, is ambisonics, or is Object-Based. WG-48178 AkArray now uses aligned realloc. WG-48575 Out-of-memory message now additionally displays information concerning memory type. WG-50447 Added exclusive RTPC support to the predelay parameter in all Wwise reverb Effects, for initialisation ...
command line. WG-41009 Improved Opus conversion to fully support encoding of all Wwise channel configurations, including ambisonics. Performance Changes WG-34082 (Android) Added support for AAudio back-end for devices running Android 8.1 or higher. WG-37502 Improved performance in SoundSeed Grain when no resampling is necessary. WG-39384 Increased the performance of the Game Object Explorer view.
Fixed: Infinite loop in CAkListener::ComputeSpeakerMatrix3D when passing volume offsets to SetListenerSpatialization and using ambisonics. WG-39407 Fixed: Failure to find Wwise files, such as SoundBanks and WEMs, through reparse points when generating the files. WG-39441 Fixed: (Windows) Motion is attenuated on Xbox One controllers. WG-39467 Fixed: The MS Spatial sink plug-in can crash when running ...
Possible to accumulate stale obstruction/occlusion entries that are visible in the Obs/Occ profiler tab. WG-35485 Fixed: Ambisonics is incompatible with multi-positioned game objects in MultiDirection mode. WG-35803 Fixed: Can no longer reparent, rename, or move the default Audio Device ShareSet ("System"). WG-35810 Fixed: The name in the Game Object column of the Capture Log for (Set/Add/Remove) ...
middle of a loudspeaker arc (for standard configurations) or triangle (for configurations with height channels). In contrast, ambisonics has a constant energy spread regardless of the source direction and loudspeaker layout. The lower the ambisonic order, the greater the spread. First-order ambisonics are, therefore, very imprecise, while third-order ambisonics are relatively precise, although still ...
defining characteristic of an ambience. In the Ambience projects, the item source files are stereo files, upmixed to 3rd order ambisonics. The Objects subprojects also have Basic Layer tracks. They have items with mono or stereo source files, which are not mixed using ambisonics.All Basic Layer tracks use yellow custom colors, alternating between light and dark shades.Details Layer 2Depending on the ...
The two primary component ordering formats for ambisonics are Furse-Malham, commonly called FuMa, and Ambisonic Channel Number, commonly called ACN. As seen in the following image, the former uses a lettered notation that—following alphabetical order per grouping—starts with the W (omni) channel, moves to its lower right, then its lower left, and then its lower center; then it moves to the next order ...
The blog Ambisonics as an Intermediate Spatial Representation (for VR) explains in detail the concept of intermediate spatial (or 3D) representations. In summary, busses at the higher levels of your bus hierarchy should be configured such that they preserve 3D information so that it can be used to binauralize for headphones, or “downmix” (for lack of a better term) for speakers. This is especially ...
You can use certain Effect plug-ins, such as Auro Headphone or Resonance Audio (installed through the Audiokinetic Launcher), to convert ambisonics to a stereo configuration. In this way, you can benefit from the ambisonics format as an intermediate 3D representation of sounds and then effectively downmix the signal before it reaches the final output.To set up a binauralizer Effect ...
3D Meter
Wwiseヘルプ
The 3D Meter mode provides a 3D spherical representation of the directionality of an ambisonic signal. It calculates the Peak level at every position on the sphere. A heatmap representation is then generated from each of the positions on the sphere. The 3D meter mode is currently only available on busses that have an ambisonics bus configuration. During the decoding process, gain factors are applied ...
by weather. Dialogue—A demonstration of how to create dialogue that changes dynamically according to actions in game. Ambisonics —A demonstration of the surround sound of ambisonics through the binauralization of an Audio Bus using the Auro Headphone Effect. Music—These examples demonstrate different techniques for arranging and implementing interactive game music using pre-rendered ...