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  1. questionLimitation: Unexpected behavior with "From Beginning" and "Resume" virtual voices when used with crossfade transitions
    Voices may become virtual when their volume goes under threshold. For any given sound, the volume that is compared against the threshold is the real effective volume of all its audio channels, resulting from the contribution of all volumes of the actor-mixer hierarchy, fade transitions, interac ...
  2. questionSince I upgraded to Wwise 2010.1, I get the following assert: !"IO error" in AkBankReader.cpp.
    This may be due to the fact that you did not upgrade your in-game version of the low-level I/O hook. You need to get the new sample (AkDefaultIOHookBlocking or AkDefaultIOHookDeferred) from $WWISESDK/samples/SoundEngine/$PLATFORM/ and replace or merge the changes in your own low-level I/O hook. ...
  3. questionWwise Plug-in IDs
    Plug-in ID signification Wwise Plug-ins are identified, by a Company ID and Plug-in ID. Those IDs are defined in the Plug-ins XML file. The Company ID (attribute CompanyID on tags EffectPlugin, SourcePlugin, ConversionPlugin, etc in the XML file) is a 12 bit unsigned integer, with 0 being reser ...
  4. questionVirtual voices and I/O usage
    When a streaming sound becomes virtual, it stops requesting I/O transfers. In "From Beginning" mode, all its I/O buffers are flushed and the Stream Manager is able to use them for other sounds. This is also generally true for "From Elapsed Time" mode. In "Resume" mode though, the sound might ho ...
  5. questionCan you describe the behavior if I unload a bank while an event is still playing?
    Objects in the Wwise sound engine are ref-counted: Soundbanks hold a reference to all their events, sound structures and media. Playing sounds hold a reference to their sound structure, and to their in-bank media if applicable: in-memory sounds and streaming sounds using prefetched data ("zer ...
  6. questionHow do LoadBank()/UnloadBank() and PrepareEvent() work together?
    We will first quickly review what these functions do, and then we will look at how they work together. AK::SoundEngine::LoadBank() AK::SoundEngine::LoadBank() loads events, audio structures (from Actor-Mixer Hierarchy and Interactive Music Hierarchy) and/or audio data (converted WAV files) in m ...
  7. questionLatency between posting an event and actual sound playback
    Here's how we can estimate the latency between the time an event is posted and the time audio data starts being played back by the console. From the game thread, you call the SDK function PostEvent(). Posting an event will post a request to play something. This request will not be processed unt ...
  8. questionHow do I simulate a sound that is not a point sound source?
    The situation of a circular area or volumetric sound: First, In the attenuation settings, you can set a curve for spreading sound amongst speakers based on distance. Go in the attenuation view, and select the Spread curve. By default there is no spreading curve, simply add one. (Spreading will ...
  9. question"Big objects" positioning: multiple positions and multiple game objects
    These articles explain how you can use multiple emitters to simulate sound sources emitted by large sources: http://kb.gowwise.com/questions/51/ and http://kb.gowwise.com/questions/142/. When it comes to using multiple emitters, you may either create multiple game objects that play the same sou ...
  10. questionHow does Wwise handle multichannel sources with 3D positioning?
    Multichannel sounds can be positioned in space using the 3D positioning tab just as well as mono sources, without downmixing to mono. In order to compute each source's channel's contribution to each speaker, "virtual emitters" are laid on a semicircle around the listener. The extent of that se ...
  11. questionIs there a way to get the duration of an event before or while playing it?
    Technically, you cannot get the duration of an "event". The duration of an event will be based on multiple factors and those factors may change during the process of the event. For example, an event can target a random container, which will play a series of random sounds. Every sound have the p ...
  12. questionTroubleshooting: Wwise cannot find soundbanks or streamed files
    If soundbank loading or playback of a streamed file fails, the first step is to connect the Wwise tool to your game, start a capture, and look for error notifications (in yellow). If the error "Cannot find file" is displayed, it means that Wwise was not able to locate the specified file. File l ...
  13. questionAdvanced settings: usage and dynamic mixing techniques
    Overview Sound structures' advanced settings are specified in the "Advanced Settings" tab of the object property editor. They are used to limit the number of sounds playing at the same time, and to specify their behavior when they are inaudible: - Specify the behavior of sounds when they are in ...
  14. questionVorbis seek table
    Sounds converted to the Wwise Vorbis compression format need a seek table in order to be seeked into at arbitrary positions, whether they are streamed or in-memory. You may specify whether you want to embed a seek table or not: in the Conversion Settings dialog, when the format is set to Vorbis, ...
  15. questionWhen the Stream I/O pool is full, streaming sounds start to hang around and never get serviced
    This is by design. If you don't plan enough memory for streaming, you will have starvation. It was a conscious design choice to favor having low priority sounds starve "a lot" and high priority sounds starve "not too much" rather than having all sounds starve equally in round robin . Here's wh ...
  16. questionWhat happens to continuous containers when their "Under Volume Threshold" behavior is "Kill Voice"?
    Continuous (sequence or random) containers automatically trigger playback of the next sound when the previous sound stops. Meanwhile, the "Under Volume Threshold" behavior is always applied on individual sounds. Setting a behavior on a container does not mean that this container obeys this rule. ...
  17. questionTips to reduce memory usage
    Lower Engine Pool Memory: The memory in this pool is used to play sounds. It is directly influenced by the number of sounds playing at the same time. It is also influenced by the number and type of effects that are used at the same time. So to trim this down, you need to ask yourself how many ...
  18. questionInterleaved Streaming in Interactive Music
    Wwise does not provide any mechanism to interleave streams in order to reduce seeking time on disk, so you may quickly run out of I/O bandwidth if you use several streamed tracks in the same segments. As a rule of thumb, you should render as much audio content in the same music track as you can ...
  19. questionUnderstanding the Interactive Music Engine
    The internal workings of the interactive music engine are fairly complicated. Here are few concepts that will help you understand how it behaves. Active Segment The first thing you need to understand is that there is one and only one segment that is truly active at a time. Active segments limi ...
  20. questionInteractive Music Streaming Look-Ahead Time and Prefetching
    Source (streaming) starvation often sounds awful in interactive music, because tracks may become unsynchronized. In the sound engine, streaming sources have implicit latency: they don't start playing until enough data have been streamed in. This latency is uncontrolled; it solely depends on dis ...
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