Audiokinetic Wwise Knowledge Base

View Articles by Category

There are no sub categories

Category » Authoringrss button

(Page 2 of 4)     Prev | 1 | 2 | 3 | 4 | Next

There were 76 articles found in this category:

  1. questionCan I simulate how the sound will actually sound on a specific console in Wwise?
    Sound in Wwise will sound the same than in game, when playing with the right platform activated. For instance, if you set the sound to be encoded in Vorbis on a given platform to a given sample rate, quality factor, etc., playing it back in Wwise will actually do the conversion-decompression to ...
  2. questionIs it possible to drive a switch container through the same Wwise-internal distance calculation that drives the attenuation curves?
    No, it is not currently possible. This is something that has been requested by others customers and that could be considered for a future release, but it is not in our road map yet, because there are challenges related to the nature of the distance. One thing that is tricky about distance is th ...
  3. question"Enable Bypass" and "Disable Bypass" actions explained
    Bypass Effect Properties In the Wwise authoring application, there are bypass checkboxes for every effect on every Wwise object. These check boxes represent the initial state of the bypass when loading a bank containing the associated Wwise object from a bank. Note that connecting Wwise to a ...
  4. questionCreate repetitive sounds (like machine gun fire)
    For this example, we want to create a rapid-fire machine gun type sound using both a single gun shot sound and a single “Play” event action. Import your single gun shot sound into Wwise as a Sound SFX. Add your single gun shot sound as a child object of a Sequence Container. Add (via drag and ...
  5. questionVirtual voices: What’s calculated and what’s not
    The following is always calculated for each voice, even when it is virtual: Positioning, calculations, voice priority and volumes are still computed as they are required to determine if the voice should returns “physical” or not. In “from elapsed time” mode, source plug-in are still computed ...
  6. questionLimitations and Restrictions with Sample Accurate Transitions
    Sample accurate transitions match up the samples of the out-going and in-coming sounds of the random/sequence containers within your project. By using sample accurate transitions, you can create seamless transitions with no latency between sound objects. Although this type of transition can be v ...
  7. questionRemoving DC Offsets
    The DC offset represents the percentage away from zero amplitude that a signal lies. In most cases, because it is problematic for sounds, the DC offset should be removed. If you choose to maintain the offset, you should be aware of some of the undesirable effects in Wwise: A normalized sound wi ...
  8. questionIntegrity Report
    The Integrity Report (in the Project menu, or Shift-G) scans your Wwise project for missing files or events, plug-in issues and the like. As a general rule, it is a good idea to run the Integrity Report periodically, since it could help you identify potential bugs in your game's audio contents ...
  9. questionTroubleshooting: Why Positioning Properties can't be Mapped using RTPCs?
    There are a few reasons why you might not be able to use an RTPC to map positioning properties to specific game parameters. Here are some things you might want to check: Your Wwise object's positioning may be set to 2D. Only 3D sounds have properties that can be mapped to a game parameter using ...
  10. questionTip: Ignoring Sound Objects Per Language
    This article describes a way to ignore certain audio objects for a specific language without having to create dummy wav files. This workaround involves using the platform exclusion feature in Wwise to do language exclusion. Ignoring Sound Objects Per Language First of all, let's make sure that ...
  11. questionDelays for State Changes in Interactive Music
    Music objects can also subscribe to state groups, so when a state changes, the properties of the music objects will be affected. Interactive music must address how and when the music object will be affected using the Change Occurs At property to determine the sync type. This property is defined ...
  12. questionOptimizing CPU and memory usage per Platform
    You can optimize audio content per platform in the following ways: Include/exclude objects used per platform with the platform exclusion check box. This is perfect to save memory space; for example, a random container might have 10 child objects for platform X but only 5 for platform Y. Use di ...
  13. questionMultiple Listeners
    What is a Listener? A listener represents a microphone position in the game so 3D sounds can be assigned to the speakers to mimic a real 3D environment. This is done by mapping the game objects' positional information into the listeners' coordinate system. This coordinate system is defined by ...
  14. questionUnregistering Game Objects Using Events
    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 ...
  15. questionInspecting an object in the Wwise tool while connected to a game stops in-game playback of all instances of this object
    In older versions of Wwise, inspecting an object in the Wwise tool (that is, adding it to the Transport) while it is connected to a game would sometimes stop in-game playback of all instances of this object. This behavior, which was often inconvenient for mixing, was changed in Wwise 2009.3. Now ...
  16. questionCustom plug-in not listed by Wwise
    Provided that your plug-in XML and Dll files are properly located in the Wwise bin/plugins folder, and that the CanBeInsertOnBusses and CanBeInsertOnAudioObjects field in the XML plug-in description (PluginInfo/PlatformSupport section), it may happen in some situations that the plug-in is not l ...
  17. questionUsing multiple randomized loop start and/or loop end for a sound
    Obtaining random variations in loop start and end location is possible using the following suggested workarounds.The solution differs whether you want to implement this in the interactive music or actor-mixer hierarchies but the same concepts apply however. The following example workaround wil ...
  18. questionWhy are some windows cut in Wwise?
    The layout in Wwise was made for a setting of 96 DPI. If your Windows display settings are not set this way, the result can look like this: To fix this problem: - Go in the Windows Control Panel - Double-click on Display - Click on the tab Settings - Click on Advanced - Click on General - Sele ...
  19. questionWhy the Edit tab in the sound bank view shows some items being grayed out even if no gamesync nor any included item were specifically excluded?
    It is be because your project contains switch containers having children not listed in any of the switch possibility, making this sound impossible to play. It is then impossible to "exclude" them since they are not even really included.
  20. questionCreating an Attack-Sustain-Release Effect
    Scenario Imagine a weapon that has two elements: An individual fire sound for every shot fired (several a second), and A barrel “spin up”, “spin loop”, and “spin down” sound. Triggering the fire sound is relatively easy but the attack, loop, and release phase of the barrel spin could seams ...
(Page 2 of 4)     Prev | 1 | 2 | 3 | 4 | Next