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  1. questionCreating high-level I/O devices with the default Stream Manager
    Different I/O devices should be created (using AK::StreamMgr::CreateDevice()) for each physical device. At the Stream Manager level (high-level), I/O devices are in fact scheduler threads, each with their own Streaming IO memory pool. Having separate I/O devices makes it possible to specify diff ...
  2. questionSound engine access to I/O
    The sound engine obtains streaming data from the Stream Manager. Audiokinetic's default stream manager implements the AK::IAkStreamMgr interface, which is intended to schedule I/O requests in an orderly fashion, as well as managing I/O memory. Since game developers usually want to override only ...
  3. questionI set an RTPC on a Bus and the RTPC seems to be ignored, why?
    The most common mistake concerning this is to forget that the bus will ignore any RTPC that is set for a specific game object. Make sure that no game object was specified when passing the RTPC to the engine so that the Bus will consider it. Why does the bus has to ignore RTPC that are game obje ...
  4. questionCan Wwise provide inexpensive ways of dealing with occlusions and obstructions with respect to the world geometry?
    The Game has to feed the sound engine the parameters for obstruction and occlusion. Systematic ray-tracing for every sound at every frame can (will) be very CPU expensive for games, and that is why most games create their own simplified system to feed information about occlusion and obstruction ...
  5. questionCan we override the file I/O (streaming) (to make them go through our streaming code)?
    Yes you can. The sound engine I/O system is completely overridable / plug-in-able. Also, the implementation of the Stream Manager rests on a set of interfaces, referred to as the Low-Level IO, which you can implement the way you like, in order to redirect I/O to your own file I/O system. You wi ...
  6. questionMy game does not appear in the Remote Connections dialog
    If you try to connect Wwise to your game but the computer/console does not appear in the Remote Connections dialog, verify the following: Communication is properly initialized in your game. See "Initializing Communications" in the Wwise SDK documentation for more information. The computer/con ...
  7. questionUsing a Game Object pool
    Using a game object pool seems to be a good idea at first glance. You would reserve a fixed amount of object at startup thus fixing the amount of memory used by those objects. It would ensure that your game never over-use objects. However, things are not so simple. Implementing a game object ...
  8. questionDetermining an Appropriate Size for Your Memory Pools
    The default size of the internal memory pools of the sound engine are very large only to ensure that anyone who tries the sound engine for the first time has enough resources to run their worst-case scenario. The default size for each pool is actually: 16 MB for the default memory pool (in Ak ...
  9. questionWhat VOIP functionality does Wwise support?
    We do not have specific support for VOIP in Wwise. We do however provide a generic method of getting audio data into Wwise. Your best bet here is to take a look at an SDK Source Plug-in sample called "Audio Input". This plug-in allows you to use audio from an external source, for example a netw ...
  10. questionWhy are my sample accurate transitions not accurate?
    When using sample accurate transitions, the Sound Engine guarantees that two or more sounds will play back to back in a sample accurate way, by stitching the two source files. But performing multiple kind of effects on the sources before being stitched may cause minor glitches between sounds - ...
  11. questionMigrating your Low-Level I/O to Wwise 2008.4 from earlier versions
    The Low-Level I/O API has changed thoroughly between Wwise 2008.3 and 2008.4. This document will help you migrate your implementation. There are 3 things you can do: 1) If you were using the default Low-Level I/O sample as-is, use the new implementation. See section "Switching to the New Defaul ...
  12. questionUsing States with the Interactive Music Hierarchy
    States Are Global States are global to a project. The states used in the interactive music hierarchy go through the same mechanism as those of the actor-mixer hierarchy. A music object that is registered to a state may delay a state change (at the next beat, bar, cue, and so on) if it is playin ...
  13. questionUsing Multiple Levels of Music Switch Containers in the Interactive Music Hierarchy
    You should avoid stacking up Music Switch Containers. Although it is supported, it might not behave as you expect. Music switch containers are transition schedulers, which Transition Matrix may specify rules for any their descendents (down to segments). There is one Transition Matrix per contai ...
  14. questionWhy is my default memory pool required to be so big?
    The default memory pools contain a lot of different things. One of these thing is the structural information of the audio to be played Each sound that can potentially be played, even when streaming, needs to have its parameters ready. Sounds, being at the bottom of the tree are likely to be t ...
  15. questionCan I control the volume of a bus in code? (for example to set the volume of Music, Speech, etc)
    The Wwise API doesn`t allow you to control the volume (or other properties) of busses, containers, sounds, etc. directly. Instead, you can use the RTPC system to control those properties in the code. The dev and the sound designer just need to agree on the name and range of the Game Parameters ( ...
  16. questionImporting large number of files in Wwise
    Wwise provides some tools to enhance the workflow to import large amounts of assets and easily create many simple audio structures in the editor. A typical proposed workflow could go as follows: - Use the Voice Asset Importer (from the project menu) -> This will automatically import a lar ...
  17. questionIs it possible to substitute Wwise's memory manager with our different technology, but still use user functions such as malloc() and free() ?If so, what are the steps to do so?
    Yes this is possible. You can either override the whole Wwise Memory Manager by implementing the functions of the AK::MemoryMgr namespace(AkMemoryMgr.h) inside a static library named AkMemoryMgr.lib, and replace the original lib with your own. Or you can simply implement the AK::MemoryMgr::Alloc ...
  18. questionIs it possible to get details of which active events are using a particular bank ?
    Unfortunately, there is no easy way to extract this information, especially since any event can point into any bank.
  19. questionIs any extra detail debug info available for a failed postevent (eg failed unknown event, failed out of memory, failed media not loaded etc) ?
    The function PostEvent( ... ) will return AK_INVALID_PLAYING_ID in case of an error. When you are receiving AK_INVALID_PLAYING_ID, it means that the post event request was not successful, and it was for one of the following two reasons: (99% of the time) The specified Event was unknown (either ...
  20. questionIs it possible to add user data / properties to the soundbanks ? This data would also be contained within the soundbanksinfo.xml file so as well.
    Unfortunately, Wwise does not currently let you automatically add information in the soundbanksInfo.xml file. When generating sound banks with the option: "Generate sound bank content file" selected, a .txt file is generated with every bank generated. In those files, every event that was specif ...
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