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Wwise Authoring Application
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  1. questionWorking with object priority and virtual voices.
    ( Applies to Wwise 2011.1 and later ) When working with voice limitation system, it is good to know the following: Virtual voices do not count as valid voices. Sounds with the virtual voice setting set to “Continue to play” may cause the limit to be exceeded. For example, let us suppose you ...
  2. questionKnown issue: Reparenting nodes in Wwise application then reconnecting Wwise to a game will cause the game to be unstable.
    This is an authoring tool issue only. Connecting Wwise authoring to a game and doing one of the following operations can cause instability: - Modifying the Override bus parent parameter using the ListView or the Milti-Edit while connected to the game. - Modify the Override priority settings in ...
  3. questionEvents behave differently whether their actions are delayed or not
    When an event is posted to Wwise, each of its actions are processed in the order in which they are listed. Whenever an action has a delay greater than 0, it is stored in a list and executed later. This has consequences on the behavior of the event. Consider the following examples. Event 1 1) Pla ...
  4. questionHow to work around the "An error occured while creating the directory" message when opening a project
    When “User Account Control” (UAC) is enabled on Windows Vista more recent versions, Wwise sample projects installed under “Program Files” or “Program Files (x86)” can’t be opened with the 64-bit version of the Wwise authoring application because of permission issues (you get a message that says ...
  5. questionStopping sounds using Events or through code
    Unregistering a game object does not stop the sounds that are attached to it. This is usually interesting for game objects that emit one shot sounds, as unregistering them will not cause unpleasant sharp cuts. However, this can be a potential source of bugs: for example, if you unregister a game ...
  6. questionVideo Tutorials
    Access to all video tutorials: http://www.audiokinetic.com/en/learning-center/videos
  7. questionVideo: Dynamic mixing using States
    Dynamic mixing using States video tutorial: http://www.youtube.com/watch?v=a77W-THkPMY&hd=1
  8. questionVideo: Mixing Desk
    Mixing Desk video tutorial: http://www.youtube.com/watch?v=tSchbUJjaHg&hd=1
  9. questionVideo: Side-Chaining
    Side-Chaining video tutorial: http://www.youtube.com/watch?v=TSA-q4dzvd8&hd=1
  10. questionVideo: Convolution Reverb
    Convolution reverb video tutorial: http://www.youtube.com/watch?v=H50NRzZnd5k&hd=1
  11. questionHow to do Side-Chaining in Wwise?
    The following Tutorial presents how to do side-chaining on busses in Wwise: http://www.audiokinetic.com/download/documents/Wwise_SideChaining_Tutorial.pdf This tutorial shows how to do side-chaining on busses under the Environmental bus in Wwise: http://www.audiokinetic.com/download/documents/W ...
  12. questionWwise Shortcuts Quick Reference Card
    If you prefer to use keyboard shortcuts when you work, the Wwise Shortcuts Quick Reference Card is for you. You can print this two page double-sided document and use it as a reference until you learn them.
  13. questionSupported audio file formats
    What Files Are Supported? The following audio file properties and formats are supported (for importing audio files to Wwise): PCM Audio Formats: WAV Channel Configurations: 0.1 to 5.1 Sample Rates: Up to 96kHz Bit Depth: 16 and 24 bit
  14. questionDownloadable Content Overview
    Glossary Main Release: The initial release of the Game, without DLC. DLC: Downloadable content, released after the main release. Package: A package in the Wwise File Packager SoundBank: a soundbank in Wwise Basic Scenario This is a typical scenario where audio content is added to the game after ...
  15. questionUnderstanding “Offset Priority at Max Distance”
    In most cases, sounds that are farther from the listener are less important to play than sounds that are closer to it. In situations where a lot of sounds are triggered by the game, using the “Offset priority at max distance” functionality can help to clean up the mix and enhance the performanc ...
  16. questionHow to set relative offset in the Multi Editor
    For example, let’s say that you want to lower the volume by 3dB for a group of objects that all have different volumes; you simply have to input “3-” as the volume value in the Multi Editor and all selected objects will be reduced by 3dB. Placing the - or + sign after the value, indicates a rela ...
  17. questionLimitations and Restrictions with Crossfade Transitions
    The following list gives you some additional information, requirements, and limitations that you should be aware of before using the crossfade transition within a random or sequence container: Two Voices Two different voices are used by the sound engine during a crossfade. Audio file length ...
  18. questionCropping sounds on zero-crossing does not guarantee glitch-free transitions in containers with sample-accurate transitions or music segments
    Cropping PCM sounds in your wave editor on zero-crossing does not guarantee that transitions in Wwise will be glitch-free, because once they are converted, there is no guarantee that these zero-crossings are preserved. Sample rate conversion moves samples (along the time axis) of the orignal wa ...
  19. questionCan I use non-spherical sound attenuation with Wwise? (or how to make your grandstands, waterfalls, rivers, etc sound “big”)
    Attenuation for 3D sounds in Wwise is spherical – that is, attenuation curves (for Dry Volume, Wet Volume, LFE, Low pass filter and Spread) are based on distance between the game object’s position and the listener position. This works well for “small” emitters, but when you have game objects su ...
  20. questionHow does playback limit overriding work?
    The playback limit, specified in the Advanced Settings tab of the Property Editor, permits one to limit the number of playing instances at any point in the hierarchy. If, for example, you set an actor-mixer's playback limit to "2", there will never be more than 2 playing instances per game obje ...
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