Audiokinetic Wwise

From Wikipedia, the free encyclopedia
Audiokinetic Wwise
Original author(s)Audiokinetic
Developer(s)Audiokinetic
Stable release
2023.1[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[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]

Recent 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. ^ "Customers". Audiokinetic. Archived from the original on 10 July 2015. Retrieved 9 July 2015.
  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

External links[edit]