Edge Rewrite
// HTMLRewriter · presentation

This page was redesigned at the edge.

Cloudflare fetched the original article and streamed it through HTMLRewriter to apply an entirely new visual system without rebuilding the source page.

Jump to content

Audiokinetic Wwise

From Wikipedia, the free encyclopedia
(Redirected from Wwise)
Audiokinetic Wwise
Original authorAudiokinetic
DeveloperAudiokinetic
Stable release
2023.1[1]
Written inC++
PlatformAndroid, iOS, Linux, Mac, PlayStation 3, PlayStation 4, PlayStation 5, PlayStation Vita, Wii, Nintendo 3DS, Wii U, Nintendo Switch, Microsoft Windows, Windows Phone 8, Xbox 360, Xbox One Xbox Series X/S
Type
LicenseProprietary
Websitewww.audiokinetic.com

Wwise (Wave Works Interactive Sound Engine) is Audiokinetic's software for interactive media and video games, available for free to non-commercial users[2][3] and under license for commercial video game developers. It features an audio authoring tool and a cross-platform sound engine.[4]

Description

[edit]

The Wwise authoring application uses a graphical interface to centralize all aspects of audio creation. The functionality in this interface allows sound designers to:

  • Import audio files for use in video games
  • Apply audio plug-in effects
  • Mix in real-time
  • Define game states
  • Simulate audio environments
  • Manage sound integration
  • Apply the Windows Spatial Audio API, or Dolby Atmos.

Wwise allows for on-the-fly audio authoring directly in game. Over a local network, users can create, audition, and tweak sound effects and subtle sound behaviors while the game is being played on another host.

Wwise also includes the following components:

  • Cross-platform sound engine (Wwise Authoring)
  • Multichannel Creator (allows creation of multichannel audio)
  • Plug-in architecture for source, effect, and source control plug-ins, part of Wwise Launcher
  • SoundFrame API
  • Wave Viewer (allows for sampling of WAV audio files)

Supported operating systems

[edit]

Wwise supports the following platforms:[5]

Adoption by video games

[edit]

Titles[6][7] which have used Audiokinetic include:

Commercial game engine integration

[edit]

Wwise is intended to be compatible with proprietary and commercial engines.[9]

Theatre

[edit]

One play has used Wwise and its Interactive Music capabilities for live performance:

See also

[edit]

References

[edit]
  1. "Wwise 2023.1 What's New". Audiokinetic Blog. 2023-07-06.
  2. "Review: Wwise For Game Audio". ask.audio.
  3. "Wwise Free for Indies Too!". designingsound.org.
  4. "Wwise: Smart audio" (PDF). Audiokinetic. Retrieved 9 July 2015.
  5. "Audiokinetic | Supported Platforms". Audiokinetic. Retrieved 2 November 2023.
  6. "Powered by WWise". Audiokinetic. Retrieved 15 August 2024.
  7. "Hall of Fame | Audiokinetic". www.audiokinetic.com. Retrieved 2021-04-21.
  8. Rodkin, Jake (March 2016). Level Design Workshop: Building Firewatch in Unity. Game Developers Conference.
  9. "Wwise Integration - Audiokinetic". www.audiokinetic.com.
  10. "Implementing Audio using Wwise - CRYENGINE 3 Manual - Documentation". docs.cryengine.com.
  11. dnoticias, Newspaper news about Dom Duardos from Gil Vicente, archived from the original on 2011-10-07, retrieved 2011-01-15
  12. [Audiokinetic], Audiokinetic interview with Pedro Macedo Camacho (PDF), retrieved 2011-01-15
[edit]