Audiokinetic Wwise
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| Audiokinetic Wwise | |
|---|---|
| [[Programmer|Original authorTemplate:Pluralize from text]] | Audiokinetic |
| [[Programmer|DeveloperTemplate:Pluralize from text]] | Audiokinetic |
| Written in | C++ |
| Platform | Android, 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 | Page Template:Plainlist/styles.css has no content. |
| License | Proprietary |
| Website | www |
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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
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
Wwise supports the following platforms:[5] Script error: No such module "Template wrapper".
Adoption by video games
Titles[6][7] which have used Audiokinetic include:
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Commercial game engine integration
Wwise is intended to be compatible with proprietary and commercial engines.[9]
- Unreal Engine 3
- Unreal Engine 4
- Unity
- Cocos2d-x
- CryEngine[10]
- Orochi 3
- Gamebryo
- Fox Engine
- Autodesk Stingray
- Open 3D Engine (which superseded Amazon Lumberyard)
Theatre
One play has used Wwise and its Interactive Music capabilities for live performance:
- Dom Duardos by Gil Vicente, co-produced by Companhia Contigo Teatro and Grupo de Mímica e Teatro Oficina Versus, with music by Pedro Macedo Camacho[11][12]
See also
References
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- ^ Page Module:Citation/CS1/styles.css has no content."Wwise 2023.1 What's New". Audiokinetic Blog. 2023-07-06.
- ^ Page Module:Citation/CS1/styles.css has no content."Review: Wwise For Game Audio". ask.audio.
- ^ Page Module:Citation/CS1/styles.css has no content."Wwise Free for Indies Too!". designingsound.org.
- ^ Page Module:Citation/CS1/styles.css has no content."Wwise: Smart audio" (PDF). Audiokinetic. Retrieved 9 July 2015.
- ^ Page Module:Citation/CS1/styles.css has no content."Audiokinetic | Supported Platforms". Audiokinetic. Retrieved 2 November 2023.
- ^ Page Module:Citation/CS1/styles.css has no content."Powered by WWise". Audiokinetic. Retrieved 15 August 2024.
- ^ Page Module:Citation/CS1/styles.css has no content."Hall of Fame | Audiokinetic". www.audiokinetic.com. Retrieved 2021-04-21.
- ^ Page Module:Citation/CS1/styles.css has no content.Rodkin, Jake (March 2016). Level Design Workshop: Building Firewatch in Unity. Game Developers Conference.
- ^ Page Module:Citation/CS1/styles.css has no content."Wwise Integration - Audiokinetic". www.audiokinetic.com.
- ^ Page Module:Citation/CS1/styles.css has no content."Implementing Audio using Wwise - CRYENGINE 3 Manual - Documentation". docs.cryengine.com.
- ^ Page Module:Citation/CS1/styles.css has no content.dnoticias, Newspaper news about Dom Duardos from Gil Vicente, archived from the original on 2011-10-07, retrieved 2011-01-15
- ^ Page Module:Citation/CS1/styles.css has no content.[Audiokinetic], Audiokinetic interview with Pedro Macedo Camacho (PDF), retrieved 2011-01-15
External links
- Alexander Brandon, "Audio Middleware, Part 2: More Contenders in the Emerging Field" Mix Magazine, 04-01-2007. Retrieved on 04-13-2007.