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that as the T-Rex got closer it sounded more stereo and cinematic. 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.
presentation for VR elements. 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 ...
assets to really cut through the mix and then get out of the way. 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 ...
still present, but play a secondary role to other parts of the story. 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 ...
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 ...
result in a noticeable improvement in immersivity. Can you hear it?     Audio 2 - Two binaural renderings of the first order ambisonics IR recording of the Innocent Railway Tunnel found on the OpenAir website [29]. Both have been rendered using the Wwise Convolution Reverb followed by the Google Resonance binaural plug-in, but one has undergone a rotation. Can you tell the difference? Can you guess ...
tape…especially in the CRT room! 5. How did you use the different spatial audio techniques available to you, like: Binaural Processing, Ambisonics, Audio Objects, Surround formats? Clay Schmitt, Senior Sound Designer : It was decided that, in order to earn the dramatic shift into these beautiful songs, we would aim to ground the user as solidly in reality as possible in the interstitial spaces then ...
Hey We're doing some work with ambisonic files in Wwise, and we've noticed that using Atrac 9 conversion settings on PS4, with PSVR seems to screw with the ambisonics behaviour. Is anyone else using Ambisonics in Wwise with compressed file formats? Cheers
projects, the item source files are AmbiX recordings split into four-channel files, or stereo files, converted to 3rd order ambisonics. Depending on the type of ambience, there is usually a Modulation Parameter track with one or more envelopes to control characteristics of the sound. The Objects subprojects also have Basic Layer tracks. They have items with mono or stereo source files, which ...
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 ...
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 ...
could render audio with decent spatial accuracy without the shortcomings of object-based audio? Stay tuned to learn about how ambisonics may help you out with this! Figure 4 – Objects are submixed freely and panned onto a multichannel spatial audio representation, which conveys the directional intensity of all its constituents and can also be manipulated by adding, for example, Effects.     
produces a binaural mix of different channel configurations including height. With the release of 2016.1, Wwise launched a full ambisonics pipeline supporting playback, rotation, encoding, decoding and support for all Wwise and McDSP’s effects, and in the coming weeks, Audiokinetic will be releasing a beta version for its Wwise SynthSpace, a geometry-based reverberation project focused on spatialized ...