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	<title>Audiokinetic Wwise Knowledge Base - Recent Entries</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>Sun, 20 May 2012 00:09:22 EDT</lastBuildDate>
	<ttl>20</ttl>
	<item>
		<guid>http://kb.gowwise.com/questions/249/</guid>
		<title>My streamed mono PCM or ADPCM sounds sometimes glitch</title>
		<link>http://kb.gowwise.com/questions/249/</link>
		<description>
This may be because your implementation of the Low-Level I/O copies memory instead of reading it directly from disk. In such a case, it needs to call DCStoreRange(out_pBuffer, uRequestedSize) on ...</description>
		<author>AK Xavier Buffoni</author>
		<pubDate>Mon, 12 Mar 2012 18:26:20 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/239/</guid>
		<title>Common errors reported in the Capture Log</title>
		<link>http://kb.gowwise.com/questions/239/</link>
		<description>This list contains the most frequent errors seen in the Capture Log when profiling a game with Wwise.  If your error is not in the list, please contact Audiokinetic support.
When contacting suppor ...</description>
		<author>AK Mathieu Jean</author>
		<pubDate>Wed, 04 Jan 2012 14:15:03 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/193/</guid>
		<title>Tips to reduce memory usage</title>
		<link>http://kb.gowwise.com/questions/193/</link>
		<description>Lower Engine Pool Memory:The memory in this pool is used to play sounds.  It contains buffers to decompress, apply effects and mix the audio sources.  It is directly influenced by the number of so ...</description>
		<author>AK Mathieu Jean</author>
		<pubDate>Thu, 01 Dec 2011 13:58:44 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/132/</guid>
		<title>Wwise Plug-in IDs</title>
		<link>http://kb.gowwise.com/questions/132/</link>
		<description>
Plug-in ID signification
Wwise Plug-ins are identified, by a Company ID and Plug-in ID. Those IDs are defined in the Plug-ins XML file. The Company ID (attribute CompanyID on tags EffectPlugin, ...</description>
		<author>AK Francois Thibault</author>
		<pubDate>Mon, 19 Sep 2011 17:51:54 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/248/</guid>
		<title>Wwise Credits - Legal Notice - Logo</title>
		<link>http://kb.gowwise.com/questions/248/</link>
		<description>Q: I&#039;m releasing a game with a licensed copy of Wwise, what mention should I add to the credits? A: Please include the following Legal Notice:Powered by Wwise © 2006 - 2012 Audiokinetic Inc. All r ...</description>
		<author>AK Simon Ashby</author>
		<pubDate>Fri, 20 May 2011 21:45:39 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/245/</guid>
		<title>Known Issue: Matrix Reverb doesn&#039;t work on NGP (Wwise 2011.1)</title>
		<link>http://kb.gowwise.com/questions/245/</link>
		<description>
[Update: We implemented a temporary workaround in Wwise 2011.1.1, so the Matrix Reverb is now working again]The Matrix Reverb is not working on NGP in Wwise 2011.1. We are working with Sony to r ...</description>
		<author>AK Denis Mouraux</author>
		<pubDate>Thu, 05 May 2011 17:50:22 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/246/</guid>
		<title>Known Issue: Convolution Reverb not working properly on NGP and iOS (Wwise 2011.1 and earlier)</title>
		<link>http://kb.gowwise.com/questions/246/</link>
		<description>[Update: This has been fixed in Wwise 2011.1.1]There is a known bug in Wwise 2011.1 and earlier that causes the Convolution Reverb to output a high-pitched noise on top of the expected sound on NG ...</description>
		<author>AK Denis Mouraux</author>
		<pubDate>Thu, 05 May 2011 17:49:38 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/244/</guid>
		<title>Occasional deadlock while loading soundbank on Xbox 360</title>
		<link>http://kb.gowwise.com/questions/244/</link>
		<description>[Update: The workaround presented below (initializing XAudio2 on only one thread) is now done by default in Wwise 2011.1.1]If you are using a version of Wwise that was built with the February 2011 ...</description>
		<author>AK Denis Mouraux</author>
		<pubDate>Thu, 05 May 2011 17:48:33 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/242/</guid>
		<title>Working with object priority and virtual voices.</title>
		<link>http://kb.gowwise.com/questions/242/</link>
		<description>
( 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 ...</description>
		<author>AK Alexandre Lessard</author>
		<pubDate>Mon, 28 Mar 2011 18:31:15 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/243/</guid>
		<title>Known issue: Reparenting nodes in Wwise application then reconnecting Wwise to a game will cause the game to be unstable.</title>
		<link>http://kb.gowwise.com/questions/243/</link>
		<description>
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 ...</description>
		<author>AK Alexandre Lessard</author>
		<pubDate>Mon, 28 Mar 2011 18:09:35 GMT</pubDate>
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