Software:Audiokinetic Wwise

From HandWiki
Revision as of 16:13, 14 February 2024 by John Stpola (talk | contribs) (add)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Audiokinetic Wwise
Original author(s)Audiokinetic
Developer(s)Audiokinetic
Stable release
2022.1[1]
Written inC++
PlatformAndroid, iOS, Linux, Mac, Nintendo 3DS , PlayStation 3, PlayStation 4, PlayStation 5, PlayStation Vita, Wii, Wii U, Nintendo Switch, Microsoft Windows, Windows Phone 8, Xbox 360, Xbox One Xbox Series X/S
Type
LicenseProprietary EULA
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

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]


Adoption by video games

Recent titles[6][7] which have used Audiokinetic include:


Commercial game engine integration

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

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

  1. "Wwise 2022.1 | What's New". 2022-11-15. https://blog.audiokinetic.com/en/wwise2022.1-whats-new/. 
  2. "Review: Wwise For Game Audio". https://ask.audio/articles/review-wwise-for-game-audio. 
  3. "Wwise Free for Indies Too!". http://designingsound.org/2014/03/wwise-free-for-indies-too/. 
  4. "Wwise: Smart audio". Audiokinetic. https://www.audiokinetic.com/download/documents/Wwise_Brochure_March2014_en.pdf. Retrieved 9 July 2015. 
  5. "Audiokinetic | Supported Platforms". Audiokinetic. https://www.audiokinetic.com/en/products/supported-platforms/. Retrieved 2 November 2023. 
  6. "Customers". Audiokinetic. https://www.audiokinetic.com/community/customers/. Retrieved 9 July 2015. 
  7. "Hall of Fame | Audiokinetic". https://www.audiokinetic.com/community/powered-by-wwise/. 
  8. Rodkin, Jake (March 2016). "Level Design Workshop: Building Firewatch in Unity". Game Developers Conference. http://gdcvault.com/play/1023145/Level-Design-Workshop-Building-Firewatch. 
  9. "Wwise Integration - Audiokinetic". https://www.audiokinetic.com/products/wwise-integration/. 
  10. "Implementing Audio using Wwise - CRYENGINE 3 Manual - Documentation". http://docs.cryengine.com/display/SDKDOC2/Implementing+Audio+using+Wwise. 
  11. dnoticias, Newspaper news about Dom Duardos from Gil Vicente, http://www.dnoticias.pt/actualidade/5-sentidos/234804-contigo-teatro-e-oficina-versus-parceiros-em-dom-duardos, retrieved 2011-01-15 
  12. [Audiokinetic], Audiokinetic interview with Pedro Macedo Camacho, http://www.audiokinetic.com/download/documents/customer_profiles/Audiokinetic_Customer_Profile_Pedro_Macedo_Camacho.pdf, retrieved 2011-01-15 

External links