Wwise 帮助文档
XMA Error, frame dropped. Audible glitch possible.
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Wwise SDK
Wwise 帮助文档
欢迎使用 Wwise 2022.1.17
入门
Wwise 系统要求
启动和退出 Wwise
概述
启动 Wwise
退出 Wwise
Wwise 界面基础知识
概述
了解 Wwise 中的命名规范
使用文本框和滑杆
使用列表
使用推子
使用表格
理解 Wwise 中的视觉元素
Wwise 中的撤消和恢复操作
个性化您的工作空间
概述
处理视图
处理布局
设置颜色
设置用户偏好
提供工作效率
概述
使用键盘导航
使用键盘快捷方式
使用快捷菜单
使用批量重命名
设置工程
处理工程
概述
管理工程
定义工程设置
为工程定义 Default Object Value
排查工程的问题
工程管理技巧与经验总结
管理多平台
概述
使用 Platform Manager
管理语言
概述
使用 Language Manager
管理 Workgroup
概述
将工程分成 Work Units
查看工程文件的状态
结合版本控制系统使用 Wwise
解决工程中的不一致现象
利用版本控制插件管理工程文件
Workgroup 技巧与经验总结
管理工程中的媒体文件
概述
导入的过程
导入媒体文件
替换媒体文件
管理文件导入问题
重新组织 Originals Folder 中的媒体文件。
清除缓存
在外部编辑器中编辑音频文件
使用插件创建 Source
媒体文件管理技巧和经验总结
管理媒体素材 ID
构建 Actor-Mixer Hierarchy
概述
什么是声音对象?
在创建 Actor-Mixer Hierarchy 时为对象分组
构建 Actor-Mixer Hierarchy
工程层级结构中的属性介绍
通过随机化属性值来改善播放
构建 Actor-Mixer Hierarchy 的技巧和经验总结
建立输出总线的结构
概述
定义总线的属性
构建总线层级结构 —— 示例
了解基于对象的音频
使用声音和振动来提升游戏体验
定义对象播放行为
概述
定义对象的播放行为
定义 Random/Sequency Container 的播放行为
定义 Switch Container 的内容和行为
定义 Blend Container 的内容和行为
对象播放相关的技巧和经验总结
定义定位
定义定位概述
理解 Wwise 中的定位
使用 Speaker Panning
Balance-Fade Speaker Panning 图解
Steering Speaker Panning 图解
使用 3D 空间化对象
Speaker Panning 和 3D Spatialization 交叉淡变
为总线应用定位
3D 定位图解
应用衰减
使用动画路径定义空间定位
将音频信号传送到中置扬声器
定位技巧和经验总结
了解总线配置
声像摆位规则:扬声器对耳机
使用 Ambisonics
管理优先级
概述
了解 Wwise 如何为对象排列优先级
限制对象的播放实例
定义播放优先级
管理音量较低的对象
优先级相关技巧和经验总结
管理效果器
概述
使用效果器
结合 Audio Object 使用效果器
使用效果器实现环境音效
效果器 – SoundBank 管理
效果器技巧和经验总结
管理 Motion
概述
为游戏创建振动
为振动来构建输出结构
振动相关技巧和经验总结
与游戏互动
管理 Event
概述
创建 Event
处理 Event
事件技巧和经验总结
管理动态对话
概述
理解 Dynamic Dialogue 系统
创建 Dialogue Event
处理 Dialogue Event
Dialogue Event 技巧和经验总结
使用 State
概述
使用 State
为 State Group 内的 State 之间的切换设置过渡
将 State 指派给对象和总线
State 技巧和经验总结
使用 Switch
概述
使用 Switch
将 Game Parameter 值映射到 Switch
Switch 技巧和经验总结
使用 RTPC
概述
管理 RTPC 中使用的 Game Parameter
使用 Game Parameter 控制属性值
使用 LFO
使用包络
使用时间
查看 Game Object
使用旁链压缩
RTPC 技巧与最佳实路
使用 Trigger
概述
使用 Trigger
将 State 和 State Group 用于动态对话
概述
使用 State Group
创建互动音乐
理解互动音乐
概述
理解互动音乐
互动音乐技巧和经验总结
构建 Interactive Music Hierarchy
概述
什么是 Music Segment?
容器类型
关于 Interactive Music Hierarchy 中的属性
将对象添加到 Interactive Music Hierarchy
添加父对象
管理 Interactive Music Hierarchy 中的音乐对象
构建 Interactive Music Hierarchy 的技巧和经验总结
定义音乐对象播放行为
概述
定义音乐对象的 Time Settings
定义 Music Playlist Container 的播放行为
定义 Music Switch Container 的内容和行为
互动音乐播放的技巧和经验总结
使用 Music Track 和 Music Segment
概述
将 Music Track 添加至 Muisc Segment
定义 Music Track 的播放行为
将子音轨添加至音轨
将 Sub-Track 关联至 Switch/State
添加音轨
从段落中移除音轨和子音轨
在 Music Editor 中按间距对齐
使用片段
预览 Music Segment
使用 Cue
处理 MIDI
创建 MIDI 内容
导入MIDI 文件
理解 MIDI 内容和 MIDI 目标
混合 MIDI 和音频内容
理解 MIDI 速度
更改 MIDI 的播放速度
创建 MIDI 乐器
设计 Synth One 乐器
设计简单的采样 MIDI 乐器
理解 MIDI 音符跟踪
理解 MIDI 筛选器
了解 MIDI 事件
在 MIDI 事件上添加淡入和淡出
使用 MIDI 数据控制对象属性值
使用 MIDI Keymap Editor
使用 MIDI 键盘测试乐器
将 MIDI 从 DAW 连通到 Wwise
使用 Transition
概述
理解 Transition
添加 Transtion
复制和粘贴 Transition
移除 Transition
设置源和目标属性
使用 Transition Segment
互动音乐中 Transition 的技巧和经验总结
使用 Stinger
概述
添加 Stinger
定义 Stinger 的播放设置
移除 Stinger
预览 Stinger
完善工程
管理输出
概述
指定对象的输出连线
使用用户定义的辅助发送
使用游戏定义的辅助发送
使用响度归一化或补偿增益来调节音量
理解声部管线
内置音频设备
理解 Secondary Output
理解 HDR
使用 HDR
深入了解 HDR
对音频文件做转码
完成终混
下混行为
管理平台和语言版本
概述
跨平台制作
对工程进行本地化
创建模拟
概述
创建模拟
管理模拟的播放
使用 Game Sync 模拟
在模拟中细调属性
创建模拟的技巧和经验总结
优化 CPU 用量
概述
监控 CPU 用量
优化声部
优化效果器
优化音频编解码器
优化 Spatial Audio
在 Wwise 中管理内存
概述
性能分析
概述
连接到本地/远程游戏系统
从声音引擎捕获数据
使用 Performance Monitor 进行监控和故障排查
使用 Voice Inspector 分析声部
通过 Game Object 3D Viewer 检查对象
对 Audio Object 实施性能分析
性能分析技巧和最佳实践
Profiler 键盘快捷方式
管理 SoundBank
概述
理解 SoundBank 如何加载到游戏中
SoundBank 的管理策略
使用 User-defined SoundBank
配置用户 SoundBank 设置
为工程生成 SoundBank
SoundBank 输出文件夹布局
管理 SoundBank 媒体
SoundBank 技巧和经验总结
管理 File Package
概述
使用 File Packager 工程
管理工程内的 File Package
配置 Block Size
可下载内容(DLC)概述
生成 File Package
在命令行中使用 File Packager 参数
File Packager 技巧和最佳实践
升级工程
概述
前期准备
升级 Wwise SDK
升级 Wwise
测试
在所有工作站上升级 Wwise
使用 Wwise
认识 Project Explorer 视图
概述
Project Explorer 中的可视元素
在 Project Explorer 中工作
认识 Event Viewer 视图
概述
使用 Event Viewer
了解 Property Editor
概述
使用 Property Editor
认识 Contents Editor 视图
概述
使用 Contents Editor
认识 Transport Control 视图
概述
设置播放属性
在 Transport Control 中平移对象
播放/暂停/停止内容
在播放期间使用 Game Sync
Transport Control 键盘快捷方式
认识 Schematic View 视图
概述
自定义 Schematic View 视图
使用 Schematic View 视图
了解坐标图视图
概述
更改坐标图的显示
在坐标图视图中使用控制点
使用坐标图视图中的曲线
Graph View 键盘快捷方式
认识时间线
概述
使用时间线进行定位
使用 Music Segment Editor 时间线
使用 Object Tab 和 Object Tab Group
概述
Primary Editor 和 Secondary Editor
了解 Object Tab Group 的标题栏
使用 Object Tab 快捷菜单
使用 Search、Query 和 Reference
概述
搜索工程中的元素
查找引用特定对象的工程元素
使用 Query
查询 —— 技巧和经验总结
使用 Preset
概述
使用 Preset
复制和粘贴对象属性
概述
粘贴对象属性
使用控制设备
概述
将控制设备连接到 Wwise
创建 Control Surface Session
浏览 Control Surface Session
理解控制设备绑定
创建控制设备绑定
理解 Control Surface 的 View Group
处理控制 Control Surface Session 中的冲突
使用 Control Surface 工具栏
Reference Topics
工程
概述
Project Launcher
New Project
Project Load Log
Language Manager
File Manager
License Manager
Remote Connections
Nuendo Connection Settings
Importing
Import Factory Assets
Audio File Conversion
Clear Audio File Cache
Project Settings
Platform Manager
Default Object Values
Profiler Settings
User Preferences
Control Surface Devices
键盘快捷方式和自定义命令
视图
概述
Integrity Report
Details
Logs 视图
Loudness Meter
Master-Mixer Console
Meter
Contextual Help
SoundBank Manager 视图
Transport Control
Paste Properties
Layouts
概述
Reset Factory Layouts
Configure Columns 对话框
Edit、Audio、Windows 和 Help
概述
Edit
Audio
Windows
Help
Project Explorer 视图
概述
Audio 选项卡
Events 选项卡
SoundBanks 选项卡
Game Syncs 选项卡
ShareSets 选项卡
Sessions 选项卡
Queries 选项卡
Project Explorer - Browser
New(Browser)
Work Units
预设
Randomizer 视图
搜索和工程全局编辑
Event Viewer
概述
Filtered 选项卡
Current Selection 选项卡
Orphan 选项卡
Profiler 视图
概述
Capture Log
Capture Log 筛选器
Capture Log 中报告的错误
3D Audio Object limit exceeded; object will be mixed.
ACP ERROR: [specific error text].
AddOutput() needs unique Listeners for multi-instance outputs using the same Audio Device type.
AkInitSettings::uNumSamplesPerFrame set to a value that is not 256, 512, or 1024. 3D Audio will be disabled.
AkInitSettings::uNumSamplesPerFrame value unsupported by Opus hardware decoder. Supported size: 256, 512 and 1024. Opus will be disabled.
AkOutputDeviceID not found as an active device in call to function ...
AkPlatformInitSettings::uMaxSystemAudioObjects (...) does not meet minimum requirement of ... System Audio Objects. System Audio Objects will be mixed.
AK::SoundEngine::SetMultiplePositions: Too many positions.
AK::SpatialAudio::SetGeometry: error setting geometry.
AK::SpatialAudio::RemoveGeometry: error removing geometry set.
AK::SpatialAudio::SetGeometryInstance: error setting a geometry instance.
AK::SpatialAudio::RemoveGeometryInstance: error removing a geometry instance.
AK::SpatialAudio::SetGameObjectRadius: Outer radius must be greater than inner radius.
AK::SpatialAudio::SetGeometry - More than two triangles are connected to the same edge.
AK::SpatialAudio::SetGeometry - Triangle formed by vertices [v0, v1, v2] is too large.
AK::SpatialAudio::SetGeometry - Triangle number ... is skipped because it is invalid; two or more of its vertices are at the same position.
AK::SpatialAudio::SetGeometryInstance - Transform is not valid.
AK::SpatialAudio::SetPortal: Invalid extent. Extent dimensions must be positive.
AK::SpatialAudio::SetPortal: Portal must have a front room which is distinct from its back room.
Ambisonic is only available with 3D audio. 3D audio is not enabled in the Audio Device, reverting to standard configuration.
Another process is using Microsoft Spatial Sound objects. Some audio objects may be mixed.
Audio command is too large to fit in the command queue. Break the command in smaller pieces.
Audio command queue is full, blocking caller. Reduce number of calls to sound engine or boost command queue memory.
Audio Device not found in Init bank.
Audio Device not found in Init bank: ...
Audio node not found in call.
Audio thread resumed, audio restarts.
Audio thread suspended. Audio output will be silent.
Bank Load Failed.
Bank or Media pointer not aligned to ... bytes.
Bus not found in Init bank.
Bus <name> not found in Init bank.
Cannot initialize passthrough. Passthrough and objects will be disabled.
Cannot initialize with ambisonic channel configuration, reverting to standard configuration.
Cannot open file ... in path(s): ...
Cannot schedule music segments: Stopping music.
Cannot schedule music switch transition in upcoming segments: using Exit Cue.
Cannot seek in sound that is within a continuous container with special transitions.
Can't call ... on child bus. Use on Master busses only.
Codec plug-in not registered.
Convolution Reverb media type is not compatible with plug-in. Soundbanks may need to be re-generated due to plug-in version differences, or were generated for the wrong platform.
Convolution Reverb plug-in parameters are invalid, effect is disabled.
Could not allocate effect.
Could not find plug-in dynamic library.
Could not register plugin.
Cross-Fade transition ignored: Estimated length not available. Make sure sounds with Cross-Fade transitions virtual mode are set to \"Play from elapsed time\" and that only sounds with finite duration are used.
Device ID not recognized by the platform or is disabled.
Dead game object ID used in function ... This object was unregistered with AK::SoundEngine::UnregisterGameObj some time prior this call.
Duplicated media has different length in bank X. Check previously unloaded bank. Stopping sound.
Dynamic Sequence already closed.
Dynamic Sequence ID not found.
Early reflections are not supported on sounds using 3D Position: Listener with Automation. The assigned early reflections bus will be ignored.
Effect ShareSet not found in function ...
End of pre-connection errors.
Error while computing virtual source elapsed time.
Error while loading bank.
Error processing convolution effect.
Event ID not found.
External source missing from PostEvent call.
Failed creating hardware-accelerated voice.
Failed creating source.
Failed posting event: <EventName>.
Fatal XAPU failure, Opus sounds will glitch while it is being reset.(发生严重 XAPU 故障,Opus 声音会在重置时出现毛刺噪声。)
File header too large due to markers or envelope.
File ... not found in path(s): ...
File or loop region is too small to be played properly.
FLT_MAX not supported in function ...
Game message ...
Hardware accelerated audio decoding failed.
Hardware audio subsystem stopped responding. Silent mode is enabled.
Hardware Opus Decoder error. Sound killed.
Ignoring seek after end of playlist.
Impulse Response configuration type does not match input signal's configuration type.
Incompatible plug-in dynamic library file.
Inconsistent source status.
Initialization of output device failed.
Insufficient memory preparing media. Sound will not play.
Insufficient Space to Load Bank.
Internal error, contact Support with this information.
Invalid file header.
Invalid file size for ... at path ...
Invalid floating point value detected : non-finite(or NaN) priority.
Invalid float in parameter ... of function ...
Invalid parameter ... in function call ...
Invalid plug-in execution mode.
Invalid State Group ID.
Invalid transform in function ...
I/O settings incompatible. Block size must be between one and Granularity and whole fraction of the granularity.
Invalid configuration for Mastering Suite; processing halted.
Invalid File.
Job Manager ran out of memory. Significant loss of performance or instability may occur.
Job worker function was called more often than it was requested. Check your sound engine integration.
L-R channels gain differ (L: %1.0f dB, R: %1.0f dB), ignoring values for headphones output.
Load bank failed : incompatible bank version.
Lower engine command list is full.
Mastering Suite: Unable to register to the ... callback.
Mastering Suite: Unable to unregister the ... callback.
Maximum Impulse Response length of hardware Convolution Reverb reached.
Maximum number of hardware-accelerated voices reached. Voice will not play.
Media not available.
Media was not loaded for this source.
Memory allocation error in Mastering Suite; processing halted.
Memory allocation failed.
Microsoft Spatial Sound not enabled by user.
Microsoft Spatial Sound: Too many dynamic objects. Some sounds may not play.
Mismatching media size error for file ... Possibly caused by mismatching sound bank or WEM resources.
Missing music node parent. Make sure all banks containing music structures are completely loaded.
Mixer plugins not supported on object busses.
Monitor Queue full. Increase the size of uMonitorQueuePoolSize. Message size ... bytes.
Monitor Queue message is too large. Increase the size of uMonitorQueuePoolSize. Message size ... bytes.
Music engine not initialized : Content cannot be loaded from bank.
Music engine: Seeking failed. Music will continue from current position.
Music system is stopped because a music playlist is modified.
No audio device found on system.
No default Switch value selected in group ...
No input files for Impact.
No marker in file; seeking to specified location.
No memory size provided in AkExternalSource structure, but data pointer was used. Fill uiMemorySize.
Non-compliant device memory detected. Device memory is required for hardware acceleration.
Non-empty array of listeners specified for AddOutput() but uNumListeners is set to zero.
Not a plug-in dynamic library.
Not a valid Switch value ... in group ...
Not enough memory in I/O pool to start stream.
Not enough memory to complete the operation in ...
Not enough memory to start sound.
Nothing to play in Dynamic Sequence.
No Switch Group selected for this Switch Container.
Number of Resume and/or Play-From-Beginning virtual voices has reached warning limit (see Project Settings > Log tab). There may be some infinite, leaked voices.
NX audio device notification registration failed, output format changes will not be detected.
Opus decoder failure.
Opus hardware stopped responding.
Opus HW command failure. <Error code> Sound will glitch.
Output bus ... not found. Make sure that the Init bank is loaded first.
Pending action was destroyed because a critical memory allocation failed.
Play Failed.
Playing a trigger-rate container as part of a sample-accurate playlist is not supported and will sound out-of-sync.
Playing ID ... not found in function ...
Plug-in does not support Audio Objects bus configuration.
Plug-in execution failure.
Plug-in initialization failure.
Plugin media at index ... not available.
Plug-in media unavailable.
Plug-in ...
Plug-in ... Shareset ...
Plug-in not found.
Plug-in unsupported channel configuration.
Plug-in version doesn't match sound engine version. Please ensure the plug-in is compatible with this version of Wwise.
Portal ... not found in function ...
Recorder: Cannot create output file.
ReplaceOutput could not properly remove old output device.
Rescheduling music clips because a track was modified.
Reset Playlist action on a continuous container is ignored.
Reset Playlist action with a game object specific scope is ignored on a global container.
Reverting to default Built-in Audio Device.
Reverting to Dummy Audio device (no output).
sceAudioOut2MasteringGetState failed.
sceAudioOut2MasteringInit failed.
sceAudioOut2MasteringSetParam failed.
sceAudioOut2UserCreate failed.
sceAudioOut2UserDestroy failed.
Seeking after end of file. Playback will stop.
Seek failed due to seeking past end of file.
Seek table is not present, or seek table granularity is larger than the maximum decode buffer size. Conversion settings may need to be updated.
Segment look-ahead plus pre-entry duration is longer than previous segment in sequence.
Selected media ... not available.
Selected node not available. Make sure the structure associated to the event is loaded or that the event has been prepared.
SetBusConfig cannot modify master bus speaker configuration, it is dictated by the audio hardware.
SetMixer can only apply to Bus or Aux Bus.
SetMixer: Plug-in instantiation failed.
Some errors occurred pre-connection, listed below:
Sound Engine was already initialized. New settings ignored.
Sound Engine is not initialized yet or Init bank has not been loaded. Function: ...
Soundbanks have been generated with Convolution Reverb parameters that do not match Sound Engine runtime conditions. No wet path will be heard.
Source file is of different format than expected.
Source plug-in not found in currently loaded banks.
Source starvation.
Stinger could not be scheduled in this segment or was dropped.
Switch ... is bound to RTPC ... It can not be set directly.
Switch Group ... has no Switch Values at all. Switch container will do nothing.
System does not meet minimum requirement for System Audio Objects. System Audio Objects will be mixed.
System ran out of resources while loading plug-in dynamic library.
The Audio Device specified by AddOutput() or Init() could not be initialized.
The game object for an event was not registered as an emitter. Make sure the game object is registered as an emitter before using it to post an event.
The hardware-accelerated voice subsystem failed to initialize.
The playing sound is assigned the same Early Reflection Auxiliary Bus in the Authoring Tool that has been set via AK::SpatialAudio::SetImageSource. Use a unique bus to avoid image source conflicts.
Too many children in one single container.
Too many event posts on event.
Too many game objects in array in <Function>
Transition not sample-accurate due to codec internal error.
Transition not sample-accurate due to incompatible audio formats.
Transition not sample-accurate due to incompatible encoding parameters.
Transition not sample-accurate due to mixed channel configurations.
Transition not sample-accurate due to source starvation.
Transition not sample-accurate, the new source is shorter than two audio frames. Use a software codec to support this case.
Triggered a game-object-scoped modulator in a global context (such as a bus or bus effect). Modulator will have global scope.
Triggered a note-scoped or playing-instance-scoped modulator in a global context (such as a bus or bus effect). Modulator will have global scope.
Type mismatch while loading bank. Object ... is a ... in the currently loading bank. It was a ... in bank ...
Unexpected call to PrepareGameSyncs.
Unexpected error in Mastering Suite; processing halted.
Unknown Argument Value name.
Unknown/Dead game object ID used in <FunctionName>. Make sure the game object is registered before using it and do not use it once it was unregistered.
Unknown Dialogue Event: ...
Unknown game object ID used in function ... This ID was not registered with AK::SoundEngine::RegisterGameObj before.
Unknown IO device error.
Unload bank failed, requested bank was not found.
Unsupported encoding, only PCM, ADPCM, and Vorbis are supported.
Virtual source failed becoming physical.
Voice starvation.
Vorbis decoder allocation failed.
Vorbis decoder failure.
Vorbis Hardware Acceleration library not found. Source will be decoded in software.
Warning: Bank contains rendered source effects which can't be edited in Wwise.
Wrong number of Arguments for Dialogue Event argument list in function: ... Expected ..., got ...
Wwise audio out of range ...
Wwise audio out of range ... , bus ID ...
Wwise audio out of range. Bus Effect ..., bus ID ...
Wwise audio out of range. ..., ray ...
Wwise Motion Device Initialization.
XMA Error, frame dropped. Audible glitch possible.
XMA Fatal Error, sound will be terminated.
XMA Voice Reset failed, voice may leak.
Performance Monitor
Advanced Profiler
Voice Inspector
Audio Object 3D Viewer
Audio Object List
Audio Object Metadata
Audio Object Meter
Voice Monitor
Voice Explorer
Game Object 3D Viewer
Game Sync Monitor
Profiler Statistics 视图
Wwise 插件
Audio Device 插件
AK ASIO Output
第三方和自定义 Audio Device
Audio Device 效果器插件
Mastering Suite
源插件
AK ASIO Input
Audio Input(音频输入)
External Source 概述
Impacter
Motion(振动)
Silence
Sine(正弦波)
Soundseed Air Wind
Soundseed Air Woosh
Soundseed Grain
Synth One
Tone Generator
Wwise Motion Generator(不建议使用)
效果器插件
3D Audio Bed Mixer
AK Convolution Reverb(卷积混响)
Compressor(压缩器)
Delay
扩展器(Expander)
Flanger
Gain
Guitar Distortion(吉他失真效果器)
Harmonizer
Matrix Reverb(矩阵混响器)
McDSP FutzBox Lo-Fi Distortion 插件
McDSP ML1 Mastering Limiter 插件
Meter
Parametric EQ(参数均衡器)
Peak Limiter(峰值限幅器)
Pitch Shifter
Recorder 插件
Reflect
RoomVerb
Stereo Delay
Time Stretch
Tremolo(震音)
混音器插件(终止支持)
AK Channel Router
平台专用的插件
VST3 插件
概述
Wwise 工具
File Packager
File Packager 窗口
File Order Editor 视图
Generating Package 对话框
使用 Multi-Channel Creator
概述
启动 Multi-Channel Creator
定义 Multi-Channel Creator 设置
使用单声道/立体声源创建多声道文件
创建匿名多声道音频文件
Multi-Channel Creator 参考
Wwise Wave Viewer
其他资源
词汇表
Wwise 基础知识
Cube Integration
Sample Project
Wwise Unity 集成
Wwise Unreal 集成
Strata
ReaWwise
Audiokinetic Launcher
Wwise Audio Lab
Wwise Adventure Game
GME In-Game Voice Chat
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Wwise 帮助文档
Reference Topics
Profiler 视图
Capture Log
Capture Log 中报告的错误
XMA Error, frame dropped. Audible glitch possible.
link
XMA Error, frame dropped. Audible glitch possible.
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