Wwise バージョン
- Cube Integration
- Sample Project
- Wwise Fundamentals
- Wwise SDK
- Wwise Unity Integration
- Wwise Unreal インテグレーション
- Wwiseヘルプ
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 (2021.1)
- 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
- Q&A
- ブログ
tracks that are not usually highly positional by design, listening experience and quality testing have shown 3rd-order ambisonics to be optimal in terms of CPU usage, channel count, memory footprint, and common speaker monitoring systems. This applies to most current generations of video game hardware.The following image shows the routing of the Stereo composite track ...
Ambience Fantasy Collection Guide
Strataヘルプ
Ambience Fantasy offers a range of environments that articulate the fantasy world. The various Area, Interior, and Drone subprojects represent common aspects of magical fantasy lore. The drone subprojects are especially useful for establishing an air of fantasy in any natural or urban ambience.The subprojects are mixed using higher order ambisonics with assets recorded in ORTF-3D. They are set up ...
Ambience Medieval Collection Guide
Strataヘルプ
Ambience Medieval offers a wide variety of sounds that articulate the Medieval world. The Area and Interior subprojects represent aspects of medieval life, the city, day and night, tavern, church, harbor, back alley and market place. These subprojects are mixed using High Order Ambisonics with assets recorded in ORTF-3D, and are set up to render in a variety of common multichannel ...
Basic Layer 1
Strataヘルプ
have Basic Layer tracks. They have items with mono or stereo source files, which are not mixed using ambisonics.
bed tracks that are not usually highly positional by design, listening experience and quality testing have shown 3rd-order ambisonics to be optimal in terms of CPU usage, channel count, memory footprint, and common speaker monitoring systems. This applies to most current generations of video game hardware.The following image shows the routing of the Stereo composite track to its parent Composites ...
Authoring Audio Objects
Wwiseヘルプ
intermediate representation of sounds and their positions rendered in a channel-based format (for example, 5.1, 7.1, 7.1.4, or ambisonics). This produces a mix suitable for virtualization (that is, virtual positioning according to ideal speaker positions) and binauralization.In the Audio tab of the Project Explorer, right-click the Master Audio Bus and select New Child > Audio Bus. Type the desired ...
speaker panning, understanding 3D spatialized objects, spread, focus and orientation,applying positioning to busses, and using ambisonics.Managing priority—understanding and defining playback priority, limiting playback instances, and managing low-volume objects.Managing Effects—applying Effects to objects and busses, working with Effect ShareSets, bypassing, rendering, and reordering Effects, and ...
Effect of Spread
Wwiseヘルプ
+/-135° are the default angles of 5.x speaker configurations. But, we could have represented any other configuration, even ambisonics, because the placement of virtual sources would have been identical. The Effect of Spread Values Where Emitter and Listener Orientations are Identical and the Emitter Faces the Listener Spread Listener Position Relative to Emitter ...
Meter
Wwiseヘルプ
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. For more information regarding the 3D Meter mode, refer to 3D Meter.
3D Audio Bed Mixer
Wwiseヘルプ
Interactive Music hierarchies.The Main MixThe Main Mix represents a spatialized bed, which would traditionally use a surround or ambisonics channel configuration to build a soundscape of diegetic sounds around the listener. This is a mix suitable for binauralization at the endpoint.The 3D Audio Bed Mixer always generates a single Audio Object for the Main Mix. By default, the plug-in consults the ...
Matrix Reverb
Wwiseヘルプ
delay lengths will augment the modal density but decreases the echo density.NoteCurrently, this Effect does not work with ambisonics. If used on an ambisonic voice or Bus, it will not initialize. Matrix Reverb propertiesMany of the Matrix Reverb properties can be edited in real time and can be mapped to specific Game Parameters using RTPCs. Interface Element Description Name The ...
/qa/10780/ssible-decode- -directly-irregular-loudspeaker/
Hi, is there a way to directly decode a 4th order AmbiX .wav file to a custom speaker setup with specific speaker locations using Wwise in Unity? So far I have only seen the option to go from Ambisonic domain to binaural, i.e. headphones, but I would like to play the decoded Audio directly on a 32 channel ASIO interface. Any hints how I could accomplish this? Didn't find this in the Documentation.
Hi everyone I am writing a Wwise sink plugin which creates a jackaudio client. I am using this to allow to stream ambisonics audio data (5th order) to my speaker array without automatic downmixing. I managed to make things work in the case where the buffer of the Jack server is smaller or equal to the buffer of Wwise. However I am struggeling to cope with the case where the Jack server buffer is larger ...
In a situation where Ambisonics waveforms are sounding, Is there a way in Wwise to dynamically lower the forward volume of the Ambisonics under certain conditions, for example? The only way I can think of is to create a Wwise effects plugin that works that way. That is very challenging for me. Please help.
In the changelog for 2019.2.0 it sais;"WG-47232 Native ambisonics decoding to stereo is now completely symmetrical regardless of whether sounds come from the front or the back. Previously, sounds coming exclusively from the back were silenced.".Does this mean that sounds positioned behind you will always play as loud as sounds in front of you? If that is the case, how will you be able to differentiate ...
Hello, we're doing some work with ambisonic content in wwise at the moment and something that I think would be super useful is an option in the conversion settings to specify 4, 9 or 16 channels for the converted file. This would mean designers could include higher order (16 channel TOA) ambisonic content in the project, and just by using a conversion setting shareset, convert down to 2OA (9 channels) ...
Hi, I am trying to add 1st order ambisonic files into my unity project for ambience. I have tested this out with the sample project, using the ambisonic material provided. At the moment I can hear the audio, however the sound files are not rotating based on the player rotation. I have 3D positioning enabled in Wwise and a spatial audio listener in Unity. Am I missing anything? Thanks, Dan
Any advice to implement Orientation and Positioning features for Ambisonic audio files using the Resonance plugin? It seems that the Resonance plugin works only with the 3D spatialisation set to "None" and not when set to "Position" or "Position + Orientation" Any advice? Cheers, Balandino.
I would like to record an ambisonic audio file, which can be used in fx. youtube, where the user can interact with the video. This meaning that it should be the whole auditory scene, and not as heard through the ears of the protagonist. Is this possible? Also will it be a problem if the auditory scene recorded contains an ambix ambisonic file? Finally I would like a personal ambisonic IR on some of ...
Hey! I haven't been able to get the Wwise recorder to work successfully in Unreal 4.12.5 yet, and I'm unsure why. In the output log, I receive the message "Recorder: Cannot create output file: 8650755". The plugin is registered, and is set on an Ambisonics 3-3 bus. Has anyone else run into this? Thanks, Kevin