Audiokinetic Wwise Knowledge Base

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  1. 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 ...
  2. 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 ...
  3. 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 ...
  4. 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 ...
  5. 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 ...
  6. 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 ...
  7. 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 ...
  8. questionAdvanced settings playback limits and interactive music
    Be careful with how you use playback limits with interactive music. Playback limits are specified anywhere in the hierarchy, but end up being applied to "sounds". In interactive music, the equivalent of a "sound" is an audio clip (that is, a region of an audio source laid out in a segment using ...
  9. questionHow to make 3D sounds priority dependent on distance
    Sound priority is specified in the Advanced Settings tab of the property editor. It plays a role in determining which sounds are stopped and which are not when the playback limit is reached. You may also specify a priority offset based on distance. To do so, simply check the "Offset priority by ...
  10. questionMy segment does not play some audio clips that are displayed in the Segment Editor correctly
    If your segment does not play some audio clips that are displayed in the Segment Editor correctly, looping them when it shouldn't, it may be because they loop around looping cues that are embedded in your wave files. There is a limitation with the Segment Editor, which is explained at the end of ...
  11. questionSome views are cropped on Japanese systems (and possibly other languages as well): Fix available since Wwise 2008.4
    Description of the Problem When using Wwise on Japanese Windows systems, and possibly other languages, the contents of some Wwise views is sized/positioned in such a way that part of the view is unavailable, for example: An optional fix is available since Wwise 2008.4 In Wwise 2008.4 we introdu ...
  12. questionLFE Management in Wwise
    This article provides you with a brief overview of how the LFE channel is managed in Wwise. Some background information is also provided along with some best practices for LFE and bass management, in general. To feed the LFE channel in Wwise, you need to import a file that has one of its channe ...
  13. questionHow can I play sounds with LFE in Wwise?
    Wwise can import media files with up to 6 different audio channels, ranging from 0.1 to 5.1. The 0.1 or LFE channel is a totally independent channel that must be imported into Wwise as a x.1 media file. The LFE property controls within Wwise only affect the .1 portion of a media file, which me ...
  14. questionStreamed audio file with too many markers fails to play
    Marker information is stored in the header of the audio file. In order to be parsed successfully by the sound engine, the header must fit completely within the first streaming buffer. Thus, the maximum header size is equal to the streaming device's granularity. By default, the granularity is se ...
  15. questionWhat are the project compatibility issues with upgrades?
    Are newer versions of the tool backward compatible with projects made with an older tool? > New Wwise versions are compatible with older Wwise projects. If you open a project created with an old version of Wwise with a newer version of Wwise then our migration tool will automatically update y ...
  16. questionWhy are Generated SoundBanks not managed by the Source Control Plug-in?
    Wwise puts under source control the files that are essential to the project: - Work units (.wproj and .wvu). - Audio source files (.wav from the Originals folder). Other files that are either temporary or a product of those essential files are not included in source control: - Converted audio fi ...
  17. questionWhy can't I see the source control plug-in (Perforce, Subversion...) I need in the Project Settings dialog?
    In the Project Settings' General tab, under Workgroup, you can select the source control plug-in you want to use with the current project. Wwise includes a Perforce plug-in, and a Subversion plug-in. If you don't see the plug-in you were looking for in the list of plug-ins, it may be because so ...
  18. questionHow to avoid duplication of source files when a sound exists in multiple soundbanks
    The soundbank system in Wwise lets you do this by storing source files in a separate soundbank. For example, let's say you have the following sounds in Wwise: Sound A Sound B Sound C And you have 2 game entities, one using sounds A and B, and one using sounds B and C. You will create 2 so ...
  19. questionWwise Vorbis Audio Format Overview
    This document provides a quick overview of the Vorbis Wwise conversion plug-in, the signification of encoding parameters, general remarks on decoding support, etc. Vorbis conversion plug-in OverviewThe Wwise Vorbis plug-in allows the support for popular perceptually audio coding format of the sa ...
  20. questionPlaying a file in the Wwise Transport view fails when the "Original" button is deactivated
    Compression formats that exist on all platforms, like PCM, Vorbis and ADPCM, can only be played as "non-original" in the Wwise Transport view when the current platform (top-left drop-down menu) is set to Windows. On most other platforms, bytes are swapped and these formats are therefore unreadab ...
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