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
/qa/5899/h-order- -through-channel-router/
Hi everybody, Is there a way to deliver 7th (or 5th, 6th) Order Ambisonics using the Channel Router? I've been searching for documentation about this, but I'm unable to find. Any input is welcome. :) Regards.
when working with these new effects. Just as new sound design guidelines are appearing with the emergence of binaural and ambisonics spatial panning, working with dynamic spatial reverberation will also require new design paradigms. While the need for novel spatial audio technologies is motivated by the immersive qualities of virtual reality, they can also be powerful tools for any interactive sound ...
beginnings, Audiokinetic has been a key player in the development and advancement of spatial audio, offering solutions from ambisonics, Convolution Reverb, and other mixer plug-ins, to supporting third-party binaural technologies. Today, spatial audio is quickly becoming central to the success of any AR/VR/MR project and interactive media projects at large, and our team at Audiokinetic was proud to ...
two types: HRTF and non-HRTF. Bus Hierarchy This meant that all 3D point sources in the game will be rendered through the ambisonics pipeline, then output by HRTF plug-ins. By contrast, 2D sources such as music and UI sounds, and sounds played according to the original channel configuration such as Ambisonics or Quad ambiences will be configured and played based on the original channel settings, without ...
is an intermediate representation of sounds and their positions rendered in a channel-based format (ex. 5.1, 7.1, 7.1.4, Ambisonics). This will produce a mix suitable to be virtualized (positioned virtually according to ideal speaker positions) and processed using Binaural Technology when 3D Audio is enabled in the System Audio Device and initialized by the endpoint. Audio Objects (mono) - Audio Objects ...
Release Notes 2019.2
Wwise SDK
standard output streams of the program (stdout + stderr) to Wwise on termination. WG-42470 Added support for 4th and 5th order ambisonics. WG-42755 (WAAPI) WAAPI Subscription Publish messages are now displayed in the WAAPI tab of the Wwise Log. WG-42812 A new Profiler view, the Voice Explorer, has been added. It enables you to list playing voices, sorted by playing events and game objects. WG-42814 ...
New Features Overview 2017.2
Wwise SDK
diffraction) to 180° and can be used to, for example, shape different Attenuation curves for Rooms' dry and wet paths. Ambisonics IR Now Packaged with Wwise Convolution Reverb Packaged with the plug-in, all ShareSets and stereo impulse responses included with the original Wwise Convolution Reverb now come with their ambisonics equivalents. Projects that already licensed the Convolution Reverb can ...
feature highlights for 2016.2.0, for those of you who have been around recently, you will have noticed the sophisticated Wwise Ambisonics pipeline. With the release of Wwise 2016.2.0, we ensure that we are pushing our collective creative limits even further by delivering an enhanced API plug-in which truly empowers everyone creating spatial audio plug-ins for Wwise. Whether you are working in game ...
audio files. For example, a four channel audio file can be reconfigured to 3.1 (L,R,C,LFE), 3.1 (L,C,R,LFE), 4.0 (L,R,SL,SR), Ambisonics (FuMa), Ambisonics (AmbiX), or 4 (anonymous). From this option, it’s also possible to change a mono file to LFE without having to use the Multi-Channel Creator tool. Playback Cursor From the Source Editor, we now see the playback cursor following the waveform ...
diffraction) to 180° and can be used to, for example, shape different Attenuation curves for Rooms' dry and wet paths. Ambisonics IR Now Packaged with Wwise Convolution Reverb Packaged with the plug-in, all ShareSets and stereo impulse responses included with the original Wwise Convolution Reverb now come with their ambisonics equivalents. Projects that already licensed the Convolution Reverb can ...
missing, placed incorrectly, wired out of phase, etc. It’s worth noting that none of the shortcomings mentioned above apply to Ambisonics even though it’s technically a channel-based format. Ambisonics uses channels to encode a spherical representation of an audio scene, and the more channels are used, the more accurate the audio scene becomes. The following articles provide a good overview of the ...
Release Notes 2021.1.1
Wwise SDK
very wide channel configurations with Channel Link enabled. 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 ...
New Features Overview 2019.2
Wwise SDK
path from the emitter to the listener. 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 ...
Release Notes 2018.1.2
Wwise SDK
take effect a few seconds after clicking OK. 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 ...
Important Migration Notes 2016.1
Wwise SDK
object orientation. The top vector must be perpendicular to the front vector and normalized. 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 ...
/qa/9881/w-can-force-wwise-to-output-in-an- -configuration/
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 ...
establishment of powerful immersive experiences via spatial audio advancements and implications. 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 ...
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 1st ...
time of the recording will always come out from the left speaker after convolution. 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.
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 few seconds from the sound options menu. In-game Sound Options menu ...