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
AkSpeakerConfig.h
Wwise SDK
... K_SPEAKER_SETUP_7POINT1 ) #define AK_SPEAKER_SETUP_DEFAULT_PLANE (AK_SPEAKER_SETUP_7POINT1) All speakers on the plane, supported on this platform. 더 자세히 ... #define AK_SUPPORTED_STANDARD_CHANNEL_MASK (AK_SPEAKER_SETUP_ALL_SPEAKERS) Platform supports all standard channels. 더 자세히 ... #define AK_STANDARD_MAX_NUM_CHANNELS (8) Legacy: Platform supports at least 7.1 더 자세히 ... #define AK_MAX_AMBISONICS_ORDER (5) ...
a
Wwise SDK
AkPlatformFuncs.h AK_LINUX_DESKTOP : AkTypes.h AK_MAKE_CHANNELCONFIGOVERRIDE : AkCommonDefs.h AK_Marker : AkCallback.h AK_MAX_AMBISONICS_ORDER : AkSpeakerConfig.h AK_MAX_BITS_METERING_FLAGS : AkTypes.h AK_MAX_ERROR_LENGTH : AkErrorMessageTranslator.h AK_MAX_LANGUAGE_NAME_SIZE : AkTypes.h AK_MAX_NUM_TEXTURE : AkReflectGameData.h AK_MAX_PATH : AkTypes.h AK_MAX_PRIORITY : AkTypes.h AK_MAX_REFLECT_ORDER ...
a
Wwise SDK
AK_LIBRARY_PREFIX : AkPlatformFuncs.h AK_LINUX_DESKTOP : AkTypes.h AK_MAKE_CHANNELCONFIGOVERRIDE : AkCommonDefs.h AK_MAX_AMBISONICS_ORDER : AkSpeakerConfig.h AK_MAX_BITS_METERING_FLAGS : AkTypes.h AK_MAX_ERROR_LENGTH : AkErrorMessageTranslator.h AK_MAX_LANGUAGE_NAME_SIZE : AkTypes.h AK_MAX_NUM_TEXTURE : AkReflectGameData.h AK_MAX_PATH : AkTypes.h AK_MAX_REFLECT_ORDER : AkSpatialAudioTypes.h AK_MAX_REFLECTION_PAT ...
I’d like to share some ideas on the overall audio design for this project. Immortal Legacy: The Jade Cipher official trailer Ambisonics: From Concept to Usage The ambisonics format was developed in the 1970s under the auspices of the British National Research Development Corporation. However, it was not as widely used or commercialized until VR came to be. The core idea behind ambisonics is ...
After discovering that the market lacked real tracked impulse responses for 3D Audio use, we set out to experiment and produce the first commercial Higher-order Ambisonics impulse response library ever. In this article, we give a behind-the-scenes look at how we did that. Microphones: The first big question was which microphones to use. We tested a bunch of setups. For first order Ambisonics there ...
Acoustical simulation of the room is performed with CATT from which soundfield B-Format (i.e. Ambisonics) Room Impulse Response are exported and subsequently imported in Wwise. The room is simulated without any acoustical treatment panel to control the reverberation, sound decay and spatial envelopment, that are included in the final design. Overview of the system We envisioned a VR experience of ...
This article was originally published on gabrielgallardoalarcon.com. A short jam with the system running. The audio in the videos has been decoded from ambisonics to binaural. The use of headphones is highly encouraged. In this blog entry I will explain how I tried to apply the Ambisonic audio workflow with Unreal Engine for a school project, how I failed, and how I used that failure as inspiration ...
Known Issues and Limitations
Wwise SDK
FL-FR-FC-BL-BR-SL-SR-HFL-HFR-HBL-HBR 12 FL-FR-FC-BL-BR-SL-SR-HFL-HFC-HFR-HBL-HBR 13 FL-FR-FC-BL-BR-SL-SR-T-HFL-HFC-HFR-HBL-HBR Ambisonics Speaker panning has no effect on ambisonics voices/busses. Balance-Fade panning of voices/busses with standard channel configurations (mono, stereo, 5.1, and so on) has no effect when encoded in ambisonics. The Matrix Reverb does not support ambisonics configurations.
/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.
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 design for non-VR platforms. How ...
Spatial audio was a big topic this year, as we all knew to expect. From its early 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 ...
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 going through HRTF plug-ins.
Bed) 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 ...
Release Notes 2019.2
Wwise SDK
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 A new Filter bar has been added to most Profiler views, enabling you to search specifically ...
Before we dive into a list of 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 ...
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 display. It’s ...
The diffraction built-in parameter ranges from 0° (no 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 ...
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 Ambisonics format, and how it can be used as an intermediate ...
Release Notes 2024.1
Wwise SDK
This change also includes a modification to how ambisonics are mixed to stereo outputs, to improve the consistency with how Ambisonics are panned to other channel configs. WG-68207 Looping of ADPCM files is now sample-accurate. WG-69416 Added the error message "Number of simultaneous active playback critically high" when the sound engine detects that some continuous playbacks are stacking. WG-71672 ...
Release Notes 2021.1.1
Wwise SDK
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 Monitor: Spatial Audio - Computed Edges Spatial Audio ...