Audiokinetic Wwise

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Audiokinetic Wwise
Original author(s)Audiokinetic
Developer(s)Audiokinetic
Stable release
2018.1.4[1]
Written inC++
PlatformAndroid, iOS, Linux, Mac, Nintendo 3DS, PlayStation 3, PlayStation 4, PlayStation Vita, Wii, Wii U, Nintendo Switch, Microsoft Windows, Windows Phone 8, Xbox 360, Xbox One
TypeGame middleware
Game development tool
Digital audio workstation
LicenseProprietary EULA
Websitewww.audiokinetic.com

Wwise (Wave Works Interactive Sound Engine), is Audiokinetic's software solution 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]

Sony Interactive Entertainment announced the acquisition of the company on January 8, 2019.[5][6]

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:[7]

Adoption by video games[edit]

Recent titles[8] which have used Audiokinetic include:

Commercial Game Engine Integration[edit]

Wwise is intended to be compatible with proprietary and commercial engines.[10]

Technology Partners[edit]

Audiokinetic partners with other audio developers to bring their audio technology to the gaming industry. Partnership add-ons for Wwise include:

Theatre[edit]

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

See also[edit]

References[edit]

  1. ^ Inc., Audiokinetic. "Audiokinetic Blog". blog.audiokinetic.com.
  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. ^ https://www.audiokinetic.com/about/news/
  6. ^ https://www.sie.com/en/corporate/release/2019/190109.html
  7. ^ "Audiokinetic | Downloads". Audiokinetic. Retrieved 30 June 2014.
  8. ^ "Customers". Audiokinetic. Retrieved 9 July 2015.
  9. ^ Rodkin, Jake (March 2016). Level Design Workshop: Building Firewatch in Unity. Game Developers Conference.
  10. ^ Inc., Audiokinetic. "Wwise Integration - Audiokinetic". www.audiokinetic.com.
  11. ^ "Implementing Audio using Wwise - CRYENGINE 3 Manual - Documentation". docs.cryengine.com.
  12. ^ "HugeDomains.com - GenaudioInc.com is for sale (Genaudio Inc)". www.genaudioinc.com.
  13. ^ "McDSP Adds RTAS Support to Chrome Tone & Synthesizer One".
  14. ^ dnoticias, Newspaper news about Dom Duardos from Gil Vicente, retrieved 2011-01-15
  15. ^ [Audiokinetic], Audiokinetic interview with Pedro Macedo Camacho (PDF), retrieved 2011-01-15

External links[edit]