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	<title>Audiokinetic Wwise Knowledge Base - Authoring</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 07:30:15 CDT</lastBuildDate>
	<ttl>20</ttl>
	<item>
		<guid>http://kb.gowwise.com/questions/227/</guid>
		<title>Downloadable Content Overview</title>
		<link>http://kb.gowwise.com/questions/227/</link>
		<description>GlossaryMain Release: The initial release of the Game, without DLC.DLC: Downloadable content, released after the main release.Package: A package in the Wwise File PackagerSoundBank: a soundbank in ...</description>
		<author>AK Bernard Rodrigue</author>
		<pubDate>Tue, 01 Jun 2010 12:54:02 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/224/</guid>
		<title>Understanding “Offset Priority at Max Distance”</title>
		<link>http://kb.gowwise.com/questions/224/</link>
		<description>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 th ...</description>
		<author>AK Simon Ashby</author>
		<pubDate>Tue, 18 May 2010 20:06:54 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/223/</guid>
		<title>How to set relative offset in the Multi Editor</title>
		<link>http://kb.gowwise.com/questions/223/</link>
		<description>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 al ...</description>
		<author>AK Simon Ashby</author>
		<pubDate>Tue, 18 May 2010 19:53:04 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/25/</guid>
		<title>Limitations and Restrictions with Crossfade Transitions</title>
		<link>http://kb.gowwise.com/questions/25/</link>
		<description>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: 
T ...</description>
		<author>AK Audiokinetic Admin </author>
		<pubDate>Thu, 29 Apr 2010 16:02:49 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/209/</guid>
		<title>Cropping sounds on zero-crossing does not guarantee glitch-free transitions in containers with sample-accurate transitions or music segments</title>
		<link>http://kb.gowwise.com/questions/209/</link>
		<description>
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- ...</description>
		<author>AK Xavier Buffoni</author>
		<pubDate>Thu, 25 Feb 2010 23:01:36 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/203/</guid>
		<title>How does playback limit overriding work?</title>
		<link>http://kb.gowwise.com/questions/203/</link>
		<description>
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 ...</description>
		<author>AK Xavier Buffoni</author>
		<pubDate>Thu, 25 Feb 2010 19:36:34 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/204/</guid>
		<title>Advanced settings playback limits and interactive music</title>
		<link>http://kb.gowwise.com/questions/204/</link>
		<description>
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 &quot;sounds&quot;. In interactive music, the equiv ...</description>
		<author>AK Xavier Buffoni</author>
		<pubDate>Thu, 25 Feb 2010 19:35:33 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/202/</guid>
		<title>How to make 3D sounds priority dependent on distance</title>
		<link>http://kb.gowwise.com/questions/202/</link>
		<description>
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.
Yo ...</description>
		<author>AK Xavier Buffoni</author>
		<pubDate>Thu, 25 Feb 2010 19:31:04 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/198/</guid>
		<title>My segment does not play some audio clips that are displayed in the Segment Editor correctly</title>
		<link>http://kb.gowwise.com/questions/198/</link>
		<description>If your segment does not play some audio clips that are displayed in the Segment Editor correctly, looping them when it shouldn&#039;t, it may be because they loop around looping cues that are embedded ...</description>
		<author>AK Xavier Buffoni</author>
		<pubDate>Wed, 24 Feb 2010 19:18:53 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/186/</guid>
		<title>LFE Management in Wwise</title>
		<link>http://kb.gowwise.com/questions/186/</link>
		<description>
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 managemen ...</description>
		<author>AK Simon Ashby</author>
		<pubDate>Tue, 23 Feb 2010 14:53:33 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/169/</guid>
		<title>Streamed audio file with too many markers fails to play</title>
		<link>http://kb.gowwise.com/questions/169/</link>
		<description>
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  ...</description>
		<author>AK Simon Ashby</author>
		<pubDate>Mon, 22 Feb 2010 21:34:59 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/166/</guid>
		<title>What are the project compatibility issues with upgrades?</title>
		<link>http://kb.gowwise.com/questions/166/</link>
		<description>Are newer versions of the tool backward compatible with projects made with an older tool?&amp;gt; New Wwise versions are compatible with older Wwise projects. If you open a project created with an old ...</description>
		<author>AK Benoit Beauchemin</author>
		<pubDate>Mon, 22 Feb 2010 20:21:13 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/157/</guid>
		<title>Why are Generated SoundBanks not managed by the Source Control Plug-in?</title>
		<link>http://kb.gowwise.com/questions/157/</link>
		<description>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 temp ...</description>
		<author>AK Martin Dufour</author>
		<pubDate>Mon, 22 Feb 2010 19:38:18 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/139/</guid>
		<title>Why can&#039;t I see the source control plug-in (Perforce, Subversion...) I need in the Project Settings dialog?</title>
		<link>http://kb.gowwise.com/questions/139/</link>
		<description>
In the Project Settings&#039; 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 plu ...</description>
		<author>AK Audiokinetic Admin </author>
		<pubDate>Mon, 22 Feb 2010 19:23:26 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/197/</guid>
		<title>Playing a file in the Wwise Transport view fails when the &quot;Original&quot; button is deactivated</title>
		<link>http://kb.gowwise.com/questions/197/</link>
		<description>Compression formats that exist on all platforms, like PCM, Vorbis and ADPCM, can only be played as &quot;non-original&quot; in the Wwise Transport view when the current platform (top-left drop-down menu) is ...</description>
		<author>AK Xavier Buffoni</author>
		<pubDate>Wed, 17 Feb 2010 16:47:28 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/56/</guid>
		<title>Can I simulate how the sound will actually sound on a specific console in Wwise?</title>
		<link>http://kb.gowwise.com/questions/56/</link>
		<description>
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 r ...</description>
		<author>AK Alexandre Lessard</author>
		<pubDate>Wed, 17 Feb 2010 16:39:23 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/53/</guid>
		<title>Is it possible to drive a switch container through the same Wwise-internal distance calculation that drives the attenuation curves?</title>
		<link>http://kb.gowwise.com/questions/53/</link>
		<description>
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 the ...</description>
		<author>AK Alexandre Lessard</author>
		<pubDate>Wed, 17 Feb 2010 16:31:32 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/50/</guid>
		<title>&quot;Enable Bypass&quot; and &quot;Disable Bypass&quot; actions explained</title>
		<link>http://kb.gowwise.com/questions/50/</link>
		<description>
Bypass Effect PropertiesIn 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 l ...</description>
		<author>AK Alexandre Lessard</author>
		<pubDate>Wed, 17 Feb 2010 15:40:29 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/48/</guid>
		<title>Create repetitive sounds (like machine gun fire)</title>
		<link>http://kb.gowwise.com/questions/48/</link>
		<description>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 S ...</description>
		<author>AK Audiokinetic Admin </author>
		<pubDate>Wed, 17 Feb 2010 15:18:28 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/43/</guid>
		<title>Virtual voices: What’s calculated and what’s not</title>
		<link>http://kb.gowwise.com/questions/43/</link>
		<description>
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 v ...</description>
		<author>AK Audiokinetic Admin </author>
		<pubDate>Wed, 17 Feb 2010 15:11:45 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/26/</guid>
		<title>Limitations and Restrictions with Sample Accurate Transitions</title>
		<link>http://kb.gowwise.com/questions/26/</link>
		<description>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 s ...</description>
		<author>AK Audiokinetic Admin </author>
		<pubDate>Wed, 17 Feb 2010 14:32:02 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/39/</guid>
		<title>Removing DC Offsets</title>
		<link>http://kb.gowwise.com/questions/39/</link>
		<description>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 ...</description>
		<author>AK Audiokinetic Admin </author>
		<pubDate>Tue, 16 Feb 2010 22:21:41 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/38/</guid>
		<title>Integrity Report</title>
		<link>http://kb.gowwise.com/questions/38/</link>
		<description>
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 Integr ...</description>
		<author>AK Audiokinetic Admin </author>
		<pubDate>Tue, 16 Feb 2010 22:20:18 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/31/</guid>
		<title>Troubleshooting: Why Positioning Properties can&#039;t be Mapped using RTPCs?</title>
		<link>http://kb.gowwise.com/questions/31/</link>
		<description>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&#039;s po ...</description>
		<author>AK Audiokinetic Admin </author>
		<pubDate>Tue, 16 Feb 2010 21:48:52 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/34/</guid>
		<title>Tip: Ignoring Sound Objects Per Language</title>
		<link>http://kb.gowwise.com/questions/34/</link>
		<description>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 Wwis ...</description>
		<author>AK Audiokinetic Admin </author>
		<pubDate>Tue, 16 Feb 2010 21:48:11 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/33/</guid>
		<title>Delays for State Changes in Interactive Music</title>
		<link>http://kb.gowwise.com/questions/33/</link>
		<description>
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 ...</description>
		<author>AK Audiokinetic Admin </author>
		<pubDate>Tue, 16 Feb 2010 21:46:51 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/20/</guid>
		<title>Optimizing CPU and memory usage per Platform</title>
		<link>http://kb.gowwise.com/questions/20/</link>
		<description>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 ex ...</description>
		<author>AK Audiokinetic Admin </author>
		<pubDate>Tue, 16 Feb 2010 20:34:47 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/13/</guid>
		<title>Multiple Listeners</title>
		<link>http://kb.gowwise.com/questions/13/</link>
		<description>
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 object ...</description>
		<author>AK Audiokinetic Admin </author>
		<pubDate>Tue, 16 Feb 2010 19:57:33 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/12/</guid>
		<title>Unregistering Game Objects Using Events</title>
		<link>http://kb.gowwise.com/questions/12/</link>
		<description>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 unpleasan ...</description>
		<author>AK Audiokinetic Admin </author>
		<pubDate>Tue, 16 Feb 2010 19:50:26 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/196/</guid>
		<title>Inspecting an object in the Wwise tool while connected to a game stops in-game playback of all instances of this object</title>
		<link>http://kb.gowwise.com/questions/196/</link>
		<description>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 t ...</description>
		<author>AK Xavier Buffoni</author>
		<pubDate>Tue, 16 Feb 2010 19:32:51 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/194/</guid>
		<title>Custom plug-in not listed by Wwise</title>
		<link>http://kb.gowwise.com/questions/194/</link>
		<description>
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 descrip ...</description>
		<author>AK Francois Thibault</author>
		<pubDate>Fri, 09 Oct 2009 17:40:34 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/159/</guid>
		<title>Using multiple randomized loop start and/or loop end for a sound</title>
		<link>http://kb.gowwise.com/questions/159/</link>
		<description>
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  ...</description>
		<author>AK Francois Thibault</author>
		<pubDate>Fri, 03 Jul 2009 17:02:28 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/172/</guid>
		<title>Why are some windows cut in Wwise?</title>
		<link>http://kb.gowwise.com/questions/172/</link>
		<description>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- D ...</description>
		<author>AK Mathieu Jean</author>
		<pubDate>Mon, 27 Oct 2008 19:10:37 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/168/</guid>
		<title>Why 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?</title>
		<link>http://kb.gowwise.com/questions/168/</link>
		<description>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 &quot;exclude&quot; them  ...</description>
		<author>AK Alexandre Lessard</author>
		<pubDate>Fri, 25 Jul 2008 18:45:26 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/153/</guid>
		<title>CRASH when you display the Game Object 3D Viewer or the Game Object Profiler Layout.</title>
		<link>http://kb.gowwise.com/questions/153/</link>
		<description>
CRASH when you display the Game Object 3D Viewer or the Game Object Profiler Layout.
 
If Wwise crashes when you display the Game Object 3D Viewer or the Game Object Profiler Layout, it may be ...</description>
		<author></author>
		<pubDate>Wed, 28 May 2008 20:57:49 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/140/</guid>
		<title>Forcing Wwise Objects in the Transport</title>
		<link>http://kb.gowwise.com/questions/140/</link>
		<description>
How can I edit different Wwise objects without loosing my selection in the transport control? To force a Wwise object in the transport, you can use the &quot;Pin&quot; option. Once a Wwise object is pinne ...</description>
		<author>AK Simon Ashby</author>
		<pubDate>Wed, 28 May 2008 20:53:58 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/123/</guid>
		<title>Does Wwise provide “Mixer templates”?</title>
		<link>http://kb.gowwise.com/questions/123/</link>
		<description>Not directly, however the &quot;State&quot; game syncs mechanism can be used as your &quot;Mix templates&quot;. In the Game Syncs tab, simply create a State group (i.e. MixTemplate) and the different states you need  ...</description>
		<author>AK Jacques Deveau</author>
		<pubDate>Wed, 28 May 2008 20:49:11 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/46/</guid>
		<title>Playing an audio object at a specific RTPC range or value</title>
		<link>http://kb.gowwise.com/questions/46/</link>
		<description>This assumes you have read the following article: Controlling audio content using RTPC&#039;s   By modifying the above example slightly, a Wwise object can be played when a specific RTPC value or range ...</description>
		<author>AK Audiokinetic Admin </author>
		<pubDate>Wed, 28 May 2008 20:36:29 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/28/</guid>
		<title>Managing Low Pass Filter Values</title>
		<link>http://kb.gowwise.com/questions/28/</link>
		<description>The Low Pass Filter (LPF) is a recursive filter that attenuates high frequencies. It can be applied to Wwise objects and busses at all levels within your hierarchy. It can also be used to help def ...</description>
		<author>AK Audiokinetic Admin </author>
		<pubDate>Tue, 27 May 2008 21:01:24 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/22/</guid>
		<title>Using Multiple States to Affect Sounds</title>
		<link>http://kb.gowwise.com/questions/22/</link>
		<description>
States are a great way to alter the properties of sounds to reflect the changes that are occurring in game. For example, you can modify the properties of your sounds by creating a &quot;Stun&quot; state w ...</description>
		<author>AK Audiokinetic Admin </author>
		<pubDate>Tue, 27 May 2008 20:58:19 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/156/</guid>
		<title>BUG: Real-time Effect is Layered on Top of Rendered Effect When Connected to a Game</title>
		<link>http://kb.gowwise.com/questions/156/</link>
		<description>
Bug Description: If you apply a rendered effect to a parent object, such as an Actor-Mixer, that contains one or more sounds, a real-time version of the effect will be applied on top of the rend ...</description>
		<author>AK James Duff</author>
		<pubDate>Mon, 28 Apr 2008 14:55:46 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/155/</guid>
		<title>The Interactive music transition tester is not always working</title>
		<link>http://kb.gowwise.com/questions/155/</link>
		<description>This is a know issue in all currently available versions of Wwise that the transition tester does not simulate properly all transitions for Music switch containers.
The workaround for now is to s ...</description>
		<author>AK Alexandre Lessard</author>
		<pubDate>Wed, 23 Apr 2008 20:32:42 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/124/</guid>
		<title>What is the best way to support scrubbing within Wwise for FaceFX?</title>
		<link>http://kb.gowwise.com/questions/124/</link>
		<description>At the moment, it is probably easier to simply bypass Wwise for the FaceFX UI and let it use DirectSound or OpenAL directly. During gameplay, you can rely on notifications from Filename Markers (e ...</description>
		<author>AK Jacques Deveau</author>
		<pubDate>Fri, 28 Mar 2008 19:50:23 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/122/</guid>
		<title>Does Wwise provide support for integrating a lip-sync solution?</title>
		<link>http://kb.gowwise.com/questions/122/</link>
		<description>To integrate your lip-sync solution I would suggest using our marker notifications. This is usually the most efficient way to do it. Markers are identifiers that are inserted in an audio file and  ...</description>
		<author>AK Jacques Deveau</author>
		<pubDate>Fri, 28 Mar 2008 19:47:48 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/121/</guid>
		<title>If you have a Mono source wav and try to play it as a positional sound on a game object with a Stereo Spread in the attenuation what does Wwise do?</title>
		<link>http://kb.gowwise.com/questions/121/</link>
		<description>It will position your source where you want it, and the spread factor will make it appear more or less wide (equally on each side of its actual position). Again here 100% spread means that your mo ...</description>
		<author>AK Jacques Deveau</author>
		<pubDate>Fri, 28 Mar 2008 19:45:33 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>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/47/</guid>
		<title>Controlling audio content using RTPC&#039;s</title>
		<link>http://kb.gowwise.com/questions/47/</link>
		<description>
This article explains how Real-time Parameter Controls can be used to
determine what audio elements are played by a container in your Wwise
project. For the purposes of this article, we will u ...</description>
		<author>AK Audiokinetic Admin </author>
		<pubDate>Tue, 04 Mar 2008 19:55:18 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/44/</guid>
		<title>Most shortcuts are disabled in the Game Object 3D Viewer</title>
		<link>http://kb.gowwise.com/questions/44/</link>
		<description>Most of the keyboard shortcuts don&#039;t work when
the Game Object 3D viewer has the focus (the title bar is in pale
gray). To get access to the shortcuts, give the focus to another view
before exe ...</description>
		<author>AK Audiokinetic Admin </author>
		<pubDate>Tue, 04 Mar 2008 19:25:56 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/41/</guid>
		<title>Loading Banks</title>
		<link>http://kb.gowwise.com/questions/41/</link>
		<description>The AK::SoundEngine::LoadBank() method might return AK_Fail even if
the low-level IO&#039;s base and language-specific paths have been properly
set. This error&#039;s most common cause is that certain plu ...</description>
		<author>AK Audiokinetic Admin </author>
		<pubDate>Tue, 04 Mar 2008 18:55:28 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/40/</guid>
		<title>Resetting Default Property Values</title>
		<link>http://kb.gowwise.com/questions/40/</link>
		<description>You can quickly reset a property value to its default setting by
Ctrl+clicking the property’s text box or slider.
For example, if you Ctrl+click the Pitch text box or slider, the
property value ...</description>
		<author>AK Audiokinetic Admin </author>
		<pubDate>Tue, 04 Mar 2008 18:54:28 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/37/</guid>
		<title>Tone Generator: Resolving Clicks with Pure Tones</title>
		<link>http://kb.gowwise.com/questions/37/</link>
		<description>You may notice that there are clicks when transitioning between a
one-shot, unlooped pure tone created by the Tone Generator and other
sounds. To avoid the clicks, apply a 5ms fade in and fade o ...</description>
		<author>AK Audiokinetic Admin </author>
		<pubDate>Tue, 04 Mar 2008 18:51:17 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/36/</guid>
		<title>Compressor or Expander does not seem to kick in as prescribed by its threshold parameter</title>
		<link>http://kb.gowwise.com/questions/36/</link>
		<description>
Problem : 
Compressor/Expander does not seem to kick in as prescribed by its threshold parameter
Explanation : Compressor threshold parameter is in fact a
threshold per channel. In unlinked m ...</description>
		<author>AK Audiokinetic Admin </author>
		<pubDate>Tue, 04 Mar 2008 18:49:35 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/32/</guid>
		<title>Associating Low Pass Filter Values with their Corresponding Cutoff Frequencies</title>
		<link>http://kb.gowwise.com/questions/32/</link>
		<description>In order to save CPU usage at runtime and to use the same model for low
pass filter that we are using for Volume, Pitch and LFE (which is
relative through the hierarchy), the low pass filter pro ...</description>
		<author>AK Audiokinetic Admin </author>
		<pubDate>Tue, 04 Mar 2008 18:30:35 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/30/</guid>
		<title>Positioning Information Can be Reset in Certain Cases</title>
		<link>http://kb.gowwise.com/questions/30/</link>
		<description>
When performing the following tasks, you may lose or reset the original positioning information that you set: 

Moving a sound (Voice or SFX) out of a container 
Copying a sound from a contai ...</description>
		<author>AK Audiokinetic Admin </author>
		<pubDate>Tue, 04 Mar 2008 18:10:40 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/29/</guid>
		<title>Playback Limit and Priority: Use Case Scenarios</title>
		<link>http://kb.gowwise.com/questions/29/</link>
		<description>The following use cases will demonstrate how the Playback Limit and
Playback Priority features work in Wwise. For the purposes of these use
cases, the following sound structure will be used: Use ...</description>
		<author>AK Audiokinetic Admin </author>
		<pubDate>Tue, 04 Mar 2008 18:08:07 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/27/</guid>
		<title>Limitations and Restrictions with Trigger Rate Transitions</title>
		<link>http://kb.gowwise.com/questions/27/</link>
		<description>
Trigger rate transitions define a rate at which sounds within a random
or sequence container will be triggered. By creating a steady stream of
sounds one right after the other, you can simulat ...</description>
		<author>AK Audiokinetic Admin </author>
		<pubDate>Tue, 04 Mar 2008 18:00:29 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/24/</guid>
		<title>Kill Voice Option Doesn&#039;t Kill Continuous Container</title>
		<link>http://kb.gowwise.com/questions/24/</link>
		<description>If a sound within a continuous container falls below the volume
threshold and the option is set to Kill voice, only the current sound
is killed, and not the container itself. When the current vo ...</description>
		<author>AK Audiokinetic Admin </author>
		<pubDate>Tue, 04 Mar 2008 17:29:04 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/23/</guid>
		<title>Enlarging the Horizontal Sliders</title>
		<link>http://kb.gowwise.com/questions/23/</link>
		<description>
If you are having trouble selecting the horizontal sliders that are
used to adjust property values, you can click and hold the mouse button
in the associated text box to display the larger ver ...</description>
		<author>AK Audiokinetic Admin </author>
		<pubDate>Tue, 04 Mar 2008 17:27:54 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/21/</guid>
		<title>Organizing Objects to Save Memory</title>
		<link>http://kb.gowwise.com/questions/21/</link>
		<description>To help optimize memory usage, here is some useful information about organizing objects by properties.
It is good practice to organize your sounds under a common actor-mixer or container to share ...</description>
		<author>AK Audiokinetic Admin </author>
		<pubDate>Tue, 04 Mar 2008 15:41:45 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/18/</guid>
		<title>Creating a Temporary Loss of Hearing Effect</title>
		<link>http://kb.gowwise.com/questions/18/</link>
		<description>Scenario
Let&#039;s say you are creating a first-person shooter game where the
player experiences a temporary loss of hearing when a flash-bang
grenade goes off nearby. How can I temporarily affect  ...</description>
		<author>AK Audiokinetic Admin </author>
		<pubDate>Tue, 04 Mar 2008 15:38:09 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/17/</guid>
		<title>Add Silence Probability to Random Container</title>
		<link>http://kb.gowwise.com/questions/17/</link>
		<description>Scenario
Let&#039;s say you have a random container with three sounds (“Hit1”,
“Hit2” and “Hit3”), but in some cases, you want nothing to be played
instead of one of the sounds. In this case, you ca ...</description>
		<author>AK Audiokinetic Admin </author>
		<pubDate>Tue, 04 Mar 2008 15:36:25 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/15/</guid>
		<title>Some Keyboard Shortcuts Don&#039;t Work in Non-Active Views</title>
		<link>http://kb.gowwise.com/questions/15/</link>
		<description>
Since the floating Randomizer and Transport views never become the
active view, the Expand/Collapse view or Close view keyboard shortcuts
don’t work for these views. You can, however, use the  ...</description>
		<author>AK Audiokinetic Admin </author>
		<pubDate>Tue, 04 Mar 2008 15:33:02 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/14/</guid>
		<title>Multiple Listeners: Use Case Scenarios</title>
		<link>http://kb.gowwise.com/questions/14/</link>
		<description>
The following use cases demonstrate how you can use the multiple listener functionality to achieve certain effects in your game.  Use Case 1: Forcing Panning to Follow Split Screen Position
Let ...</description>
		<author>AK Audiokinetic Admin </author>
		<pubDate>Tue, 04 Mar 2008 15:27:45 GMT</pubDate>
	</item>
	<item>
		<guid>http://kb.gowwise.com/questions/9/</guid>
		<title>Differences Between Importing and Replacing .wav Files</title>
		<link>http://kb.gowwise.com/questions/9/</link>
		<description>When importing audio files into Wwise, you can do any one of the following: 

Import new audio files
Replace existing audio files
Import localized versions of audio files

By default, Wwise  ...</description>
		<author>AK Audiokinetic Admin </author>
		<pubDate>Tue, 04 Mar 2008 13:58:07 GMT</pubDate>
	</item>
	</channel>
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