Wwise 버전
- Cube Integration
- Sample Project
- Wwise SDK
- Wwise Unity 통합(Integration)
- Wwise Unreal 통합
- Wwise 도움말
- Wwise 핵심 개념
기타 문서
- Strata
- ReaWwise
- Audiokinetic Launcher
- Wwise Audio Lab
- Wwise Adventure Game
- GME In-Game Voice Chat
자격증 과정
- Wwise-101 (2021.1)
- Wwise-201 (2021.1)
- Wwise-251 (2023.1)
- Wwise-301 (2023.1)
기타 소스
- 웹사이트
- 동영상
- Q&A
- 블로그
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
I've seen on the "Using Ambisonics" help page that in order to get HOA output you need to code a custom plugin. Is this still the case? With ambisonic aux busses and the channel router plugin, is it possible to route to an ambisonic system? Otherwise, does anyone know of any 3rd party plugins that allow HOA output? Thanks all for your help.
/qa/3993/oblem-with- -file-been-converted-to-mono/
Hi! I have some questions and I cannot find the answers on the internet nor the manual, so I decided to write here for some help. For our project, we need to play 2 ambisonic files (not at the same time. They are 1st order ambisonics. I've tryed AmbiX and FuMa). I followed all the instructions and also tried to copy all the parameters of the ambisonic section of the SampleProject session, but I ...
I'm a noobie when it comes to Wwise and I tried to do some research without much success. I'm wondering if I bought a pair of 7.1 Headphones, would they function while working in Wwise? Would I have to use a plugin to make them work, is it a signal output and busing thing, or will they not work as a pseudo 7.1 solution? I was debating buying a pair of Arctis 5, 7.1 Headphones to use while working ...
In System Audio Device - If Main Mix Configuration for Binauralization is set to any Ambisonics format, then Mastering Suite doesn't process anything, neither MainMix, AudioObjects, or Passthrough Mix. Is that a known limitation? It seems like a bug. I'm currently on Wwise 2022.1.8.
Hi, is it possible to use Wwise in Unity to read a B-format AmbiX Ambisonics .wav file (ideally 4th order, i.e. 25 channels) and decode it directly to a e.g. an irregular 30 loudspeaker set-up, i.e. playing each decoded channel directly on a multichannel ASIO device instead of rendering it to binaural headphone reproduction or any of the predefined LS set-ups?
Hi, I am wanting to find out if WWise supports the ambisonic B-format? Wwise supports ambisonics format starting from version 2016.1.
Google Resonance: Ambisonic sound doesn't rotate properly - sounds like headlocked stereo in game
Q&A
I'm trying to get google resonance working through Wwise with Unity. I have an ambisonic file that is routed through the resonance plugin, but while listening in Unity, there's no rotation when the camera turns. It just sounds like a regular 2D sound. Wondering what I could be missing here edit: I should also add that Wwise seems to be handling Ambisonic files strangely as well; I'm using an AmbiX ...
Hey, I'm doing some tests with Ambisonic Ambiences in Wwise and have them successfully playing back in the Game and react to the Players rotation if they are set to 3D and play on another Game Object. Is it also possible to play them directly on the player and just take the listener angle and elevation of the player into account, or do they always need to be placed on another object to track the player ...
Hi, When I try to open it on a Ambisonics bus I get a message on the meter view saying: "3D meter unsupported: unable to initialize shaders". Has anyone come across the same issue? Thanks, Fab
Hi, I'm working with trying to bring ambisonics into my workflow. I have files I have recorded with my Ambeo and I've followed the Ambisonic pipelines documentation as well as Resonance Audio documentation. Here's my issue. I import my B Format file FuMa or Ambix. Make sure in the sound editor the file is set according to which format(ambix, FuMa). Set up the bus structure of Ambisonic bus 3-3 feeding ...
Hi, I am testing and learning Wwise and how to use it for 3D audio and simulated IR for certain rooms. I created secondary buses from the master, one for Binauralizer (Auro Headphone plugin with excluded reverb), its child Ambisonics (Ambisonics 3-3) and further down the tree an auxiliary bus where the convolution reverb is used. Opening the conv reverb I can upload the B Format IR and set it to exclude ...
Hi guys, We have a VR content distribution App and we need to stream videos with ambisonics using https urls in Unity for many platforms. Does audiokinetic support this? (or at least have a synch option while streaming both the video file and audio file)
My question therefore is: when the game will be exported, will the audio be in ambisonics/4.0? Or will it be in stereo because ultimately my Master Bus is stereo (bus is defined by the device with no way to change it). Thank you! Eugenia