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	<title>Audiokinetic Wwise Knowledge Base - Most Popular Articles</title>
	<link>http://kb.gowwise.com</link>
	<description />
	<language>en-us</language>
	<copyright>http://kb.gowwise.com</copyright>
	<generator>ActiveKB NX</generator>
	<webMaster>support@audiokinetic.com</webMaster>
	<lastBuildDate>Thu, 09 Sep 2010 07:38:01 CDT</lastBuildDate>
	<ttl>20</ttl>
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		<guid>http://kb.gowwise.com/questions/165/</guid>
		<title>Latency between posting an event and actual sound playback</title>
		<link>http://kb.gowwise.com/questions/165/</link>
		<description>
Here&#039;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 PostE ...</description>
		<author>AK Benoit Beauchemin</author>
		<pubDate>Thu, 25 Feb 2010 23:29:19 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/173/</guid>
		<title>How can I play sounds with LFE in Wwise?</title>
		<link>http://kb.gowwise.com/questions/173/</link>
		<description>

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 m ...</description>
		<author>AK Alexandre Lessard</author>
		<pubDate>Mon, 22 Feb 2010 21:41:53 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/62/</guid>
		<title>Compressor / Expander / Peak limiter overview</title>
		<link>http://kb.gowwise.com/questions/62/</link>
		<description>Dynamics processing plug-ins provided with Wwise include:

  Wwise Compressor 
  Wwise Expander
  Wwise Peak Limiter                     
This document provides a quick overview of the behavi ...</description>
		<author>AK Francois Thibault</author>
		<pubDate>Fri, 11 Apr 2008 12:39:01 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/45/</guid>
		<title>Creating Doppler effects with Wwise</title>
		<link>http://kb.gowwise.com/questions/45/</link>
		<description>
Creating Doppler effects with Wwise There is currently no built-in Doppler effect in Wwise. You can however create Doppler type effects by applying RTPC (Real Time Parameter Control) to the pitc ...</description>
		<author>AK Audiokinetic Admin </author>
		<pubDate>Wed, 28 May 2008 20:21:39 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/51/</guid>
		<title>How do I simulate a sound that is not a point sound source?</title>
		<link>http://kb.gowwise.com/questions/51/</link>
		<description>
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 ...</description>
		<author>AK Alexandre Lessard</author>
		<pubDate>Thu, 25 Feb 2010 22:08:55 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/152/</guid>
		<title>Determining an Appropriate Size for Your Memory Pools</title>
		<link>http://kb.gowwise.com/questions/152/</link>
		<description>
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-c ...</description>
		<author>AK James Duff</author>
		<pubDate>Tue, 17 Mar 2009 17:36:25 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/19/</guid>
		<title>Creating an Attack-Sustain-Release Effect</title>
		<link>http://kb.gowwise.com/questions/19/</link>
		<description>
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 ...</description>
		<author>AK Audiokinetic Admin </author>
		<pubDate>Fri, 27 Jun 2008 16:35:30 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/164/</guid>
		<title>How many total threads does the SoundEngine use on the PC/360/PS3?</title>
		<link>http://kb.gowwise.com/questions/164/</link>
		<description>

On all platforms, there is one main Audio thread which does all the high-level audio handling: AK::EventManager thread. On most platforms, DSP and low-level audio data crunching is also execut ...</description>
		<author>AK Benoit Beauchemin</author>
		<pubDate>Mon, 22 Feb 2010 20:07:11 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/64/</guid>
		<title>Wwise Vorbis Audio Format Overview</title>
		<link>http://kb.gowwise.com/questions/64/</link>
		<description>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
Ove ...</description>
		<author>AK Francois Thibault</author>
		<pubDate>Wed, 17 Feb 2010 16:53:28 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/49/</guid>
		<title>Interactive Music: Tempo Map</title>
		<link>http://kb.gowwise.com/questions/49/</link>
		<description>Wwise does not currently support tempo map
inside a single segment. But, using the interactive music hierarchies
and transition mechanisms, the composer has all the necessary
workarounds to eas ...</description>
		<author>AK Audiokinetic Admin </author>
		<pubDate>Tue, 04 Mar 2008 20:33:57 GMT</pubDate>
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