Original author(s) | Audiokinetic |
---|---|
Developer(s) | Audiokinetic |
Stable release | |
Written in | C++ |
Platform | Android, iOS, Linux, Mac, Nintendo 3DS, PlayStation 3, PlayStation 4, PlayStation Vita, Wii, Wii U, Nintendo Switch, Microsoft Windows, Windows Phone 8, Xbox 360, Xbox One |
Type | |
License | |
Website | www.audiokinetic.com |
The ability to integrate Wwise into your production pipeline means that your audio creators have more artistic control. Wwise features an open API and integrates easily into in-house game engines, the world's top commercial game engines, and any tool or application. Looking to familiarize yourself with the world of interactive audio? In this project, Interactive Sound Design with Wwise for Unity, you'll learn the basics of interactive sound from conception through to final in-engine integration. First, you'll dive into assessing the sound needs of an existing game and how to efficiently develop those sounds. From an architectural standpoint, Wwise Spatial Audio is a separate C library that sits on top of the Wwise Sound Engine. Portals in Spatial Audio, automatically control “3D busses” which are instantiated on game objects in the Wwise sound engine.
Wwise Tutorial
Wwise (Wave Works Interactive Sound Engine) is Audiokinetic's software for interactive media and video games, available for free to non-commercial users[2][3] and under license for commercial video game developers. It features an audio authoring tool and a cross-platform sound engine.[4]
![Audio Audio](/uploads/1/3/4/2/134294256/583721852.png)
Description[edit]
![Wwise Audio Wwise Audio](/uploads/1/3/4/2/134294256/539167722.png)
The Wwise authoring application uses a graphical interface to centralize all aspects of audio creation. The functionality in this interface allows sound designers to:
- Import audio files for use in video games
- Apply audio plug-in effects
- Mix in real-time
- Define game states
- Simulate audio environments
- Manage sound integration
- Apply the Windows Spatial Audio API, or Dolby Atmos.
Wwise allows for on-the-fly audio authoring directly in game. Over a local network, users can create, audition, and tweak sound effects and subtle sound behaviors while the game is being played on another host.
Wwise also includes the following components:
- Cross-platform sound engine (Wwise Authoring)
- Multichannel Creator (allows creation of multichannel audio)
- Plug-in architecture for source, effect, and source control plug-ins, part of Wwise Launcher
- SoundFrame API
- Wave Viewer (allows for sampling of WAV audio files)
Supported operating systems[edit]
Wwise supports the following platforms:[5]
Adoption by video games[edit]
Blender for mac os. Recent titles[6] which have used Audiokinetic include:
- Borderlands 2(Vita), Borderlands: The Handsome Collection
- Firewatch[7]
Wwise Audio Thread Suspended
Commercial game engine integration[edit]
Wwise is intended to be compatible with proprietary and commercial engines.[8]
- CryEngine[9]
Wise Audio Jefferson City
Theatre[edit]
Wwise Audio Mixer Module
One play has used Wwise and its Interactive Music capabilities for live performance:
- Dom Duardos by Gil Vicente, co-produced by Companhia Contigo Teatro and Grupo de Mímica e Teatro Oficina Versus, with music by Pedro Macedo Camacho[10][11]
See also[edit]
References[edit]
- ^'Wwise 2019.1 is live!'. Audiokinetic Blog. 2019-04-02.
- ^'Review: Wwise For Game Audio'. ask.audio.
- ^'Wwise Free for Indies Too!'. designingsound.org.
- ^'Wwise: Smart audio'(PDF). Audiokinetic. Retrieved 9 July 2015.
- ^'Audiokinetic | Downloads'. Audiokinetic. Retrieved 30 June 2014.
- ^'Customers'. Audiokinetic. Archived from the original on 10 July 2015. Retrieved 9 July 2015.
- ^Rodkin, Jake (March 2016). Level Design Workshop: Building Firewatch in Unity. Game Developers Conference.
- ^Inc., Audiokinetic. 'Wwise Integration - Audiokinetic'. www.audiokinetic.com.
- ^'Implementing Audio using Wwise - CRYENGINE 3 Manual - Documentation'. docs.cryengine.com.
- ^dnoticias, Newspaper news about Dom Duardos from Gil Vicente, archived from the original on 2011-10-07, retrieved 2011-01-15
- ^[Audiokinetic], Audiokinetic interview with Pedro Macedo Camacho(PDF), retrieved 2011-01-15
External links[edit]
- Alexander Brandon, 'Audio Middleware, Part 2: More Contenders in the Emerging Field'Mix Magazine, 04-01-2007. Retrieved on 04-13-2007.
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