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	<title>Audiokinetic Wwise Knowledge Base - Wwise</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 07:44:42 CDT</lastBuildDate>
	<ttl>20</ttl>
	<item>
		<guid>http://kb.gowwise.com/questions/228/</guid>
		<title>I stop hearing interactive music when I unload its bank, but it restarts playing by itself when I reload it</title>
		<link>http://kb.gowwise.com/questions/228/</link>
		<description>This is because high-level logical instances of interactive music are not stopped when unloading banks. You stop hearing music simply because this logical instance fails to start playback of segme ...</description>
		<author>AK Xavier Buffoni</author>
		<pubDate>Mon, 02 Aug 2010 15:06:55 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/117/</guid>
		<title>Can you describe the behavior if I unload a bank while an event is still playing?</title>
		<link>http://kb.gowwise.com/questions/117/</link>
		<description>
Objects in the Wwise sound engine are ref-counted:

Soundbanks hold a reference to all their events, sound structures and media. 
Playing sounds hold a reference to their sound structure, and ...</description>
		<author>AK Xavier Buffoni</author>
		<pubDate>Mon, 02 Aug 2010 15:00:10 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/220/</guid>
		<title>Limitation: Unexpected behavior with &quot;From Beginning&quot; and &quot;Resume&quot; virtual voices when used with crossfade transitions</title>
		<link>http://kb.gowwise.com/questions/220/</link>
		<description>
Voices may become virtual when their volume goes under threshold. For any given sound, the volume that is compared against the threshold is the real effective volume of all its audio channels, re ...</description>
		<author>AK Xavier Buffoni</author>
		<pubDate>Tue, 20 Jul 2010 15:14:11 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/219/</guid>
		<title>Since I upgraded to Wwise 2010.1, I get the following assert: !&quot;IO error&quot; in AkBankReader.cpp.</title>
		<link>http://kb.gowwise.com/questions/219/</link>
		<description>
This may be due to the fact that you did not upgrade your in-game version of the low-level I/O hook. You need to get the new sample (AkDefaultIOHookBlocking or AkDefaultIOHookDeferred) from $WWI ...</description>
		<author>AK Xavier Buffoni</author>
		<pubDate>Wed, 28 Apr 2010 21:35:07 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>Tue, 23 Mar 2010 21:00:21 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/208/</guid>
		<title>Virtual voices and I/O usage</title>
		<link>http://kb.gowwise.com/questions/208/</link>
		<description>
When a streaming sound becomes virtual, it stops requesting I/O transfers. In &quot;From Beginning&quot; mode, all its I/O buffers are flushed and the Stream Manager is able to use them for other sounds.  ...</description>
		<author>AK Xavier Buffoni</author>
		<pubDate>Thu, 04 Mar 2010 22:10:01 GMT</pubDate>
	</item>
	<item>
		<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/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/207/</guid>
		<title>&quot;Big objects&quot; positioning: multiple positions and multiple game objects</title>
		<link>http://kb.gowwise.com/questions/207/</link>
		<description>
These articles explain how you can use multiple emitters to simulate sound sources emitted by large sources: http://kb.gowwise.com/questions/51/ and http://kb.gowwise.com/questions/142/.
When i ...</description>
		<author>AK Xavier Buffoni</author>
		<pubDate>Thu, 25 Feb 2010 21:55:32 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/206/</guid>
		<title>How does Wwise handle multichannel sources with 3D positioning?</title>
		<link>http://kb.gowwise.com/questions/206/</link>
		<description>
Multichannel sounds can be positioned in space using the 3D positioning tab just as well as mono sources, without downmixing to mono. 
In order to compute each source&#039;s channel&#039;s contribution t ...</description>
		<author>AK Xavier Buffoni</author>
		<pubDate>Thu, 25 Feb 2010 21:21:01 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/52/</guid>
		<title>Is there a way to get the duration of an event before or while playing it?</title>
		<link>http://kb.gowwise.com/questions/52/</link>
		<description>
Technically, you cannot get the duration of an &quot;event&quot;. The duration of an event will be based on multiple factors and those factors may change during the process of the event. For example, an e ...</description>
		<author>AK Alexandre Lessard</author>
		<pubDate>Thu, 25 Feb 2010 20:19:12 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/205/</guid>
		<title>Troubleshooting: Wwise cannot find soundbanks or streamed files</title>
		<link>http://kb.gowwise.com/questions/205/</link>
		<description>
If soundbank loading or playback of a streamed file fails, the first step is to connect the Wwise tool to your game, start a capture, and look for error notifications (in yellow).
If the error  ...</description>
		<author>AK Xavier Buffoni</author>
		<pubDate>Thu, 25 Feb 2010 20:05:29 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/201/</guid>
		<title>Advanced settings: usage and dynamic mixing techniques</title>
		<link>http://kb.gowwise.com/questions/201/</link>
		<description>
Overview
Sound structures&#039; advanced settings are specified in the &quot;Advanced Settings&quot; tab of the object property editor. They are used to limit the number of sounds playing at the same time, an ...</description>
		<author>AK Xavier Buffoni</author>
		<pubDate>Thu, 25 Feb 2010 19:39:05 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/200/</guid>
		<title>Vorbis seek table</title>
		<link>http://kb.gowwise.com/questions/200/</link>
		<description>Sounds converted to the Wwise Vorbis compression format need a seek table in order to be seeked into at arbitrary positions, whether they are streamed or in-memory.You may specify whether you want ...</description>
		<author>AK Xavier Buffoni</author>
		<pubDate>Thu, 25 Feb 2010 15:48:40 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/195/</guid>
		<title>When the Stream I/O pool is full, streaming sounds start to hang around and never get serviced</title>
		<link>http://kb.gowwise.com/questions/195/</link>
		<description>
This is by design. 
If you don&#039;t plan enough memory for streaming, you will have starvation. It was a conscious design choice to favor having low priority sounds starve &quot;a lot&quot; and high priorit ...</description>
		<author>AK Xavier Buffoni</author>
		<pubDate>Wed, 24 Feb 2010 19:13:25 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/199/</guid>
		<title>What happens to continuous containers when their &quot;Under Volume Threshold&quot; behavior is &quot;Kill Voice&quot;?</title>
		<link>http://kb.gowwise.com/questions/199/</link>
		<description>Continuous (sequence or random) containers automatically trigger playback of the next sound when the previous sound stops. Meanwhile, the &quot;Under Volume Threshold&quot; behavior is always applied on ind ...</description>
		<author>AK Xavier Buffoni</author>
		<pubDate>Wed, 24 Feb 2010 19:08:36 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 is directly influenced by the number of sounds playing at the same time.  It is also influenced by the number and type  ...</description>
		<author>AK Mathieu Jean</author>
		<pubDate>Wed, 24 Feb 2010 18:52:04 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/179/</guid>
		<title>Interleaved Streaming in Interactive Music</title>
		<link>http://kb.gowwise.com/questions/179/</link>
		<description>
Wwise does not provide any mechanism to interleave streams in order to reduce seeking time on disk, so you may quickly run out of I/O bandwidth if you use several streamed tracks in the same seg ...</description>
		<author>AK Xavier Buffoni</author>
		<pubDate>Tue, 23 Feb 2010 14:47:06 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/176/</guid>
		<title>Understanding the Interactive Music Engine</title>
		<link>http://kb.gowwise.com/questions/176/</link>
		<description>
The internal workings of the interactive music engine are fairly complicated. Here are few concepts that will help you understand how it behaves. 
Active Segment
The first thing you need to un ...</description>
		<author>AK Xavier Buffoni</author>
		<pubDate>Mon, 22 Feb 2010 22:23:37 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/175/</guid>
		<title>Interactive Music Streaming Look-Ahead Time and Prefetching</title>
		<link>http://kb.gowwise.com/questions/175/</link>
		<description>
Source (streaming) starvation often sounds awful in interactive music, because tracks may become unsynchronized.
In the sound engine, streaming sources have implicit latency: they don&#039;t start p ...</description>
		<author>AK Xavier Buffoni</author>
		<pubDate>Mon, 22 Feb 2010 21:53:29 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/174/</guid>
		<title>How can I be notified when an event has finished playing?</title>
		<link>http://kb.gowwise.com/questions/174/</link>
		<description>
When posting an event (using PostEvent()), you may register a callback that will be called when the event has finished playing.
For example, if you have a situation where you have a sound A tha ...</description>
		<author>AK Alexandre Lessard</author>
		<pubDate>Mon, 22 Feb 2010 21:48:25 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/167/</guid>
		<title>Should we be using switches or states?</title>
		<link>http://kb.gowwise.com/questions/167/</link>
		<description>
Switches and states can both be used to determine what in a Switch container will be played.
The main difference is the switch can be different for each game object of the game while the state  ...</description>
		<author>AK Alexandre Lessard</author>
		<pubDate>Mon, 22 Feb 2010 20:26:58 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/163/</guid>
		<title>How can we get MP2 / MP3 support?</title>
		<link>http://kb.gowwise.com/questions/163/</link>
		<description>We do not currently support MP2/MP3 and have no plans to do so in the short term. It is also not currently possible to write a user codec plug-in with the SDK. We fully support Vorbis on all platf ...</description>
		<author>AK Benoit Beauchemin</author>
		<pubDate>Mon, 22 Feb 2010 20:01:51 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/160/</guid>
		<title>Wwise Vorbis Seek Granularity</title>
		<link>http://kb.gowwise.com/questions/160/</link>
		<description>
Wwise Vorbis files seeking is limited to the seek table&#039;s granularity, specified in the Vorbis Encoder Parameters of the conversion settings (Edit... button). The target sample position is round ...</description>
		<author>AK Xavier Buffoni</author>
		<pubDate>Mon, 22 Feb 2010 19:55:01 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/128/</guid>
		<title>Should I be concerned about memory fragmentation when using Wwise?</title>
		<link>http://kb.gowwise.com/questions/128/</link>
		<description>The sound engine basically uses 2 distinct pools, one for the Wwise sound structures&#039; metadata (Default pool), which consist of relatively small objects, and for the audio pipelines (Lower Engine  ...</description>
		<author>AK Jacques Deveau</author>
		<pubDate>Mon, 22 Feb 2010 19:22:48 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/131/</guid>
		<title>Do all requests immediately get added to a queue, with all background processing occurring in a separate thread?</title>
		<link>http://kb.gowwise.com/questions/131/</link>
		<description>Yes, everything is occurring in a separate thread. There are some exceptions, but they shouldn&#039;t be a problem: 


Initialization and term functions of the sound engine are not thread safe and a ...</description>
		<author>AK Jacques Deveau</author>
		<pubDate>Mon, 22 Feb 2010 17:02:49 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/130/</guid>
		<title>Is it possible to substitute user functions regarding File I/O (such as open(),read(),close(),seek()) with our own? If so, what are  the steps to do so?</title>
		<link>http://kb.gowwise.com/questions/130/</link>
		<description>Yes this is possible. You can override the whole Wwise streaming manager by reimplementing the AK::IAkStreamMgr interface, but the easiest is of course to implement the Low-Level I/O, which is a s ...</description>
		<author>AK Jacques Deveau</author>
		<pubDate>Mon, 22 Feb 2010 16:45:32 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/105/</guid>
		<title>Linker errors with communication libraries in Release configuration</title>
		<link>http://kb.gowwise.com/questions/105/</link>
		<description>The preprocessor define AK_OPTIMIZED must be added. It is used to compile out communication related code. Communication libraries don&#039;t exist in Release.</description>
		<author>AK Xavier Buffoni</author>
		<pubDate>Thu, 18 Feb 2010 19:03:01 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/94/</guid>
		<title>I/O considerations specific to interactive music</title>
		<link>http://kb.gowwise.com/questions/94/</link>
		<description>Seeking timesWhenever a music segment should start playing in the middle of an audio clip, the underlying stream will be opened, read (for header parsing), then seeked to the appropriate place, th ...</description>
		<author>AK Xavier Buffoni</author>
		<pubDate>Thu, 18 Feb 2010 17:33:22 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/93/</guid>
		<title>Using non-PCM sources with interactive music</title>
		<link>http://kb.gowwise.com/questions/93/</link>
		<description>Note that the Segment Editor in Wwise displays PCM data at 48 KHz. Whenever the converted file is resampled, or compressed, the actual sample values will be different than what is displayed. One o ...</description>
		<author>AK Xavier Buffoni</author>
		<pubDate>Thu, 18 Feb 2010 17:06:47 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/92/</guid>
		<title>Looping and streaming of audio clips and interactive music</title>
		<link>http://kb.gowwise.com/questions/92/</link>
		<description>
Do not confuse &quot;looping segments&quot; with &quot;looping audio clips inside segments&quot;. Looping an audio clip inside a segment means that the user has stretched the clip that appears in the Segment Editor ...</description>
		<author>AK Xavier Buffoni</author>
		<pubDate>Thu, 18 Feb 2010 16:56:26 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/87/</guid>
		<title>Using file packages</title>
		<link>http://kb.gowwise.com/questions/87/</link>
		<description>In order to use file packages (created with the AK File Packager or any other tool), you need to write the Low-Level I/O code to handle file packages. Basically, it needs to specify the offset of  ...</description>
		<author>AK Xavier Buffoni</author>
		<pubDate>Wed, 17 Feb 2010 19:36:56 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/85/</guid>
		<title>When should a game implement AK::StreamMgr::IAkIOHookBlocking::Write() (or AK::StreamMgr::IAkIOHookDeferred::Write())?</title>
		<link>http://kb.gowwise.com/questions/85/</link>
		<description>AK::StreamMgr::IAkIOHookBlocking|Deferred::Write() is needed by the default stream manager&#039;s implementation of AK::IAkStdStream::Write(). You need to implement it only if you use this service, or  ...</description>
		<author>AK Xavier Buffoni</author>
		<pubDate>Wed, 17 Feb 2010 19:30:24 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/84/</guid>
		<title>Source starvation vs. Low-Level I/O bandwidth</title>
		<link>http://kb.gowwise.com/questions/84/</link>
		<description>The stream manager should have already buffered the stream a little bit before it is asked for data. Whenever the sound engine asks for data, and the stream manager has no data ready, there will b ...</description>
		<author>AK Xavier Buffoni</author>
		<pubDate>Wed, 17 Feb 2010 19:28:01 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/83/</guid>
		<title>I/O Stream profiling</title>
		<link>http://kb.gowwise.com/questions/83/</link>
		<description>In Wwise&#039;s profiler, open the &quot;Streams&quot; tab. There you will see all streams that currently exist in the Stream Manager, including streamed audio files and SoundBanks. The &quot;buffer size&quot; column repr ...</description>
		<author>AK Xavier Buffoni</author>
		<pubDate>Wed, 17 Feb 2010 19:24:17 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/81/</guid>
		<title>Default Stream Manager&#039;s I/O scheduler</title>
		<link>http://kb.gowwise.com/questions/81/</link>
		<description>Audiokinetic&#039;s default I/O scheduler works this way: among all the streams that require an I/O transfer, it chooses the one that has the shortest deadline (regarding clients of the stream manager) ...</description>
		<author>AK Xavier Buffoni</author>
		<pubDate>Wed, 17 Feb 2010 19:08:42 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/80/</guid>
		<title>Stream Manager Device Memory</title>
		<link>http://kb.gowwise.com/questions/80/</link>
		<description>Audiokinetic&#039;s default stream manager creates a memory pool to perform I/O for each device (created using AK::CreateDevice()). These pools appear in the Wwise profiler under the name &quot;Stream I/O&quot;. ...</description>
		<author>AK Xavier Buffoni</author>
		<pubDate>Wed, 17 Feb 2010 19:05:52 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/79/</guid>
		<title>Creating high-level I/O devices with the default Stream Manager</title>
		<link>http://kb.gowwise.com/questions/79/</link>
		<description>Different I/O devices should be created (using AK::StreamMgr::CreateDevice()) for each physical device. At the Stream Manager level (high-level), I/O devices are in fact scheduler threads, each wi ...</description>
		<author>AK Xavier Buffoni</author>
		<pubDate>Wed, 17 Feb 2010 19:00:17 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/78/</guid>
		<title>Sound engine access to I/O</title>
		<link>http://kb.gowwise.com/questions/78/</link>
		<description>The sound engine obtains streaming data from the Stream Manager. Audiokinetic&#039;s default stream manager implements the AK::IAkStreamMgr interface, which is intended to schedule I/O requests in an o ...</description>
		<author>AK Xavier Buffoni</author>
		<pubDate>Wed, 17 Feb 2010 18:49:45 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/59/</guid>
		<title>I set an RTPC on a Bus and the RTPC seems to be ignored, why?</title>
		<link>http://kb.gowwise.com/questions/59/</link>
		<description>
The most common mistake concerning this is to forget that the bus will ignore any RTPC that is set for a specific game object.Make sure that no game object was specified when passing the RTPC to ...</description>
		<author>AK Alexandre Lessard</author>
		<pubDate>Wed, 17 Feb 2010 16:50:23 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/58/</guid>
		<title>Can Wwise provide inexpensive ways of dealing with occlusions and obstructions with respect to the world geometry?</title>
		<link>http://kb.gowwise.com/questions/58/</link>
		<description>
The Game has to feed the sound engine the parameters for obstruction and occlusion.
Systematic ray-tracing for every sound at every frame can (will) be very CPU expensive for games, and that is ...</description>
		<author>AK Alexandre Lessard</author>
		<pubDate>Wed, 17 Feb 2010 16:49:11 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/55/</guid>
		<title>Can we override the file I/O (streaming) (to make them go through our streaming code)?</title>
		<link>http://kb.gowwise.com/questions/55/</link>
		<description>
Yes you can.The sound engine I/O system is completely overridable / plug-in-able. Also, the implementation of the Stream Manager rests on a set of interfaces, referred to as the Low-Level IO, wh ...</description>
		<author>AK Alexandre Lessard</author>
		<pubDate>Wed, 17 Feb 2010 16:34:51 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/137/</guid>
		<title>My game does not appear in the Remote Connections dialog</title>
		<link>http://kb.gowwise.com/questions/137/</link>
		<description>
If you try to connect Wwise to your game but the computer/console does not appear in the Remote Connections dialog, verify the following:

Communication is properly initialized in your game. See  ...</description>
		<author>AK Audiokinetic Admin </author>
		<pubDate>Fri, 02 Oct 2009 20:04:56 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/187/</guid>
		<title>Using a Game Object pool</title>
		<link>http://kb.gowwise.com/questions/187/</link>
		<description>Using a game object pool seems to be a good idea at first glance.  You would reserve a fixed amount of object at startup thus fixing the amount of memory used by those objects.  It would ensure th ...</description>
		<author>AK Mathieu Jean</author>
		<pubDate>Thu, 26 Mar 2009 19:10:47 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/118/</guid>
		<title>What VOIP functionality does Wwise support?</title>
		<link>http://kb.gowwise.com/questions/118/</link>
		<description>
We do not have specific support for VOIP in Wwise. We do however provide a generic method of getting audio data into Wwise. Your best bet here is to take a look at an SDK Source Plug-in sample ca ...</description>
		<author>AK Jacques Deveau</author>
		<pubDate>Wed, 04 Feb 2009 15:59:01 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/185/</guid>
		<title>Why are my sample accurate transitions not accurate?</title>
		<link>http://kb.gowwise.com/questions/185/</link>
		<description>
When using sample accurate transitions, the Sound Engine guarantees that two or more sounds will play back to back in a sample accurate way, by stitching the two source files. But performing mul ...</description>
		<author>AK Alexandre Lessard</author>
		<pubDate>Tue, 03 Feb 2009 13:55:41 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/183/</guid>
		<title>Migrating your Low-Level I/O to Wwise 2008.4 from earlier versions</title>
		<link>http://kb.gowwise.com/questions/183/</link>
		<description>
The Low-Level I/O API has changed thoroughly between Wwise 2008.3 and 2008.4. This document will help you migrate your implementation.
There are 3 things you can do:1) If you were using the def ...</description>
		<author>AK Xavier Buffoni</author>
		<pubDate>Wed, 03 Dec 2008 21:05:07 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/177/</guid>
		<title>Using States with the Interactive Music Hierarchy</title>
		<link>http://kb.gowwise.com/questions/177/</link>
		<description>
States Are Global
States are global to a project. The states used in the interactive music hierarchy go through the same mechanism as those of the actor-mixer hierarchy.
A music object that is ...</description>
		<author>AK Xavier Buffoni</author>
		<pubDate>Thu, 13 Nov 2008 22:20:39 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/178/</guid>
		<title>Using Multiple Levels of Music Switch Containers in the Interactive Music Hierarchy</title>
		<link>http://kb.gowwise.com/questions/178/</link>
		<description>
You should avoid stacking up Music Switch Containers. Although it is supported, it might not behave as you expect.
Music switch containers are transition schedulers, which Transition Matrix may ...</description>
		<author>AK Xavier Buffoni</author>
		<pubDate>Thu, 13 Nov 2008 22:19:31 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/162/</guid>
		<title>Why is my default memory pool required to be so big?</title>
		<link>http://kb.gowwise.com/questions/162/</link>
		<description>
 
The default memory pools contain a lot of different things.
One of these thing is the structural information of the audio to be played
Each sound that can potentially be played, even when s ...</description>
		<author>AK Alexandre Lessard</author>
		<pubDate>Tue, 12 Aug 2008 15:57:36 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/133/</guid>
		<title>Importing large number of files in Wwise</title>
		<link>http://kb.gowwise.com/questions/133/</link>
		<description>Wwise provides some tools to enhance the workflow to import large amounts of assets and easily create many simple audio structures in the editor.A typical proposed workflow could go as follows:- U ...</description>
		<author>AK Francois Thibault</author>
		<pubDate>Wed, 02 Apr 2008 19:18:33 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/129/</guid>
		<title>Is it possible to substitute Wwise&#039;s memory manager with our different technology, but still use user functions such as malloc() and free() ?If so, what are the steps to do so?</title>
		<link>http://kb.gowwise.com/questions/129/</link>
		<description>Yes this is possible. You can either override the whole Wwise Memory Manager by implementing the functions of the AK::MemoryMgr namespace(AkMemoryMgr.h) inside a static library named AkMemoryMgr.l ...</description>
		<author>AK Jacques Deveau</author>
		<pubDate>Fri, 28 Mar 2008 20:05:34 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/116/</guid>
		<title>Is it possible to get details of which active events are using a particular bank ?</title>
		<link>http://kb.gowwise.com/questions/116/</link>
		<description>
Unfortunately, there is no easy way to extract this information, especially since any event can point into any bank.</description>
		<author>AK Jacques Deveau</author>
		<pubDate>Fri, 28 Mar 2008 19:42:11 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/115/</guid>
		<title>Is any extra detail debug info available for a failed postevent (eg failed unknown event, failed out of memory, failed media not loaded etc) ?</title>
		<link>http://kb.gowwise.com/questions/115/</link>
		<description>
The function PostEvent( ... ) will return AK_INVALID_PLAYING_ID in case of an error. When you are receiving AK_INVALID_PLAYING_ID, it means that the post event request was not successful, and it ...</description>
		<author>AK Jacques Deveau</author>
		<pubDate>Fri, 28 Mar 2008 19:41:20 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/114/</guid>
		<title>Is it possible to add user data / properties to the soundbanks ? This data would also be contained within the soundbanksinfo.xml file so as well.</title>
		<link>http://kb.gowwise.com/questions/114/</link>
		<description>
Unfortunately, Wwise does not currently let you automatically add information in the soundbanksInfo.xml file. When generating sound banks with the option: &quot;Generate sound bank content file&quot; sele ...</description>
		<author>AK Jacques Deveau</author>
		<pubDate>Fri, 28 Mar 2008 19:40:11 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/113/</guid>
		<title>Is there a way in Wwise to retrieve a list of available states, RTPC’s, events, etc?</title>
		<link>http://kb.gowwise.com/questions/113/</link>
		<description>
Beyond querying SoundFrame connected directly to Wwise, you would need to parse generated text and .BNK files to retrieve this information.</description>
		<author>AK Jacques Deveau</author>
		<pubDate>Fri, 28 Mar 2008 19:38:58 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/112/</guid>
		<title>If AK::SoundEngine::LoadBank can load a bank from memory, will it load and copy to an internal heap, or will it use the bank &quot;inplace&quot; and if so will it modify the memory ?</title>
		<link>http://kb.gowwise.com/questions/112/</link>
		<description>
The LoadBank() that loads from memory does it by reading data in-place, without modifying it. Audio Data is registered in-place and not copied or moved. Meta Data is parsed and related objects a ...</description>
		<author>AK Jacques Deveau</author>
		<pubDate>Fri, 28 Mar 2008 19:37:23 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/110/</guid>
		<title>On the PC Platform, does Wwise cache commonly used decompressed Vorbis into memory, or does it retain the compressed files and decompress on the fly?</title>
		<link>http://kb.gowwise.com/questions/110/</link>
		<description>
No, we do not cache any decompressed Vorbis data into memory. All Vorbis decompression is done on the fly.</description>
		<author>AK Jacques Deveau</author>
		<pubDate>Fri, 28 Mar 2008 19:33:33 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/106/</guid>
		<title>Thread safety and the sound engine API&#039;s functions and callback notifications</title>
		<link>http://kb.gowwise.com/questions/106/</link>
		<description>Whenever you call a function on the sound engine&#039;s API, you actually push a command into a queue. Even AK::SoundEngine::RenderAudio() simply pushes a message &quot;process previous commands&quot; into the q ...</description>
		<author>AK Xavier Buffoni</author>
		<pubDate>Wed, 26 Mar 2008 19:39:53 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/102/</guid>
		<title>What is the difference between a State and a Switch, and when should I use one or the other?</title>
		<link>http://kb.gowwise.com/questions/102/</link>
		<description>States are global, whereas Switches are bound to game objects. Usually, use a State whenever the state of the game needs to have an effect on all sound instances. For example, the game would set t ...</description>
		<author>AK Xavier Buffoni</author>
		<pubDate>Wed, 26 Mar 2008 19:36:38 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/99/</guid>
		<title>Source vs Voice Starvation</title>
		<link>http://kb.gowwise.com/questions/99/</link>
		<description>&quot;Source&quot; (I/O) starvation occurs because the I/O throughput could not meet the requirements of the sound engine for a specific streaming sound. &quot;Voice&quot; (CPU) starvation occurs because the sound en ...</description>
		<author>AK Xavier Buffoni</author>
		<pubDate>Wed, 26 Mar 2008 19:24:24 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/91/</guid>
		<title>What is the Music Engine?</title>
		<link>http://kb.gowwise.com/questions/91/</link>
		<description>The music engine is the high-level engine that handles complex, high-level scheduling of music segments of the interactive music hierarchy.</description>
		<author>AK Xavier Buffoni</author>
		<pubDate>Wed, 26 Mar 2008 18:09:52 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/90/</guid>
		<title>Looping a music segment</title>
		<link>http://kb.gowwise.com/questions/90/</link>
		<description>The only way to loop a music Segment is by making it a child of a Playlist container. It is then possible to specify transition rules between segments of the Playlist (like playing the pre-entry/p ...</description>
		<author>AK Xavier Buffoni</author>
		<pubDate>Wed, 26 Mar 2008 18:09:20 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/89/</guid>
		<title>Initializing the music engine</title>
		<link>http://kb.gowwise.com/questions/89/</link>
		<description>In order to successfully post events of the Interactive Music Hierarchy, you must initialize the music engine separately, using AK::MusicEngine::Init(), after you successfully initialized the soun ...</description>
		<author>AK Xavier Buffoni</author>
		<pubDate>Wed, 26 Mar 2008 18:08:55 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/77/</guid>
		<title>Streaming property on sounds</title>
		<link>http://kb.gowwise.com/questions/77/</link>
		<description>It is possible to turn on/off streaming for a sound on a per-platform basis, by unlinking the Stream checkbox in the General Settings tab of the Sound Property Editor on a chosen platform.</description>
		<author>AK Xavier Buffoni</author>
		<pubDate>Wed, 26 Mar 2008 15:39:46 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/72/</guid>
		<title>Differences between targets for AK static libraries</title>
		<link>http://kb.gowwise.com/questions/72/</link>
		<description>
All of the static libraries shipped by Audiokinetic are built using the following attirubutes:Debug librairies : Monitoring and profiling available, no optimizationsProfile libraries : Monitorin ...</description>
		<author>AK Francois Thibault</author>
		<pubDate>Wed, 19 Mar 2008 18:14:42 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/70/</guid>
		<title>Source starvation and voice starvation explained</title>
		<link>http://kb.gowwise.com/questions/70/</link>
		<description>
Source starvation means that somehow the input stream starves probably because the throughput obtained from the stream manager is insufficient for some reason (e.g. due to long seek times on DVD ...</description>
		<author>AK Francois Thibault</author>
		<pubDate>Wed, 19 Mar 2008 18:12:04 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/57/</guid>
		<title>Can Wwise automatically determine the size, shape and enclosure of a room and set the reverb accordingly?</title>
		<link>http://kb.gowwise.com/questions/57/</link>
		<description>No.The game has to feed the sound engine with the parameters to be applied based on the geometry of rooms.</description>
		<author>AK Alexandre Lessard</author>
		<pubDate>Wed, 19 Mar 2008 14:30:28 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/60/</guid>
		<title>How do we reference events in game?</title>
		<link>http://kb.gowwise.com/questions/60/</link>
		<description>
You can either use the event name (strings) directly or you can use Event IDs.The overhead cost of using strings is pretty low (The sound engine does not keep strings internally, it is using a h ...</description>
		<author>AK Alexandre Lessard</author>
		<pubDate>Wed, 19 Mar 2008 13:47:25 GMT</pubDate>
	</item>
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