Audiokinetic Wwise

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Audiokinetic Wwise
Original author(s) Audiokinetic
Stable release
2016.1[1]
Development status Active
Written in C++
Platform Android, iOS, Linux, Mac, Nintendo 3DS, PlayStation 3, PlayStation 4, PlayStation Vita, Wii, Wii U, Microsoft Windows, Windows Phone 8, Xbox 360, Xbox One
Type Game middleware
Game development tool
Digital audio workstation
License Proprietary EULA
Website www.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]

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

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
  • Real-time game simulator
  • Plug-in architecture for source, effect, and source control plug-ins
  • SoundFrame API

Supported operating systems[edit]

Wwise supports the following platforms:[5]

Adoption by video games[edit]

Recent titles[6] which have used Audiokinetic include:

Commercial Game Engine Integration[edit]

Wwise is intended to be compatible with proprietary and commercial engines.[8]

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. ^ http://blog.audiokinetic.com/wwise-2016.1-is-out/
  2. ^ https://ask.audio/articles/review-wwise-for-game-audio
  3. ^ http://designingsound.org/2014/03/wwise-free-for-indies-too/
  4. ^ "Wwise: Smart audio" (PDF). Audiokinetic. Retrieved 9 July 2015. 
  5. ^ "Audiokinetic | Downloads". Audiokinetic. Retrieved 30 June 2014. 
  6. ^ "Customers". Audiokinetic. Retrieved 9 July 2015. 
  7. ^ Rodkin, Jake (March 2016). Level Design Workshop: Building Firewatch in Unity. Game Developers Conference. 
  8. ^ https://www.audiokinetic.com/products/wwise-integration/
  9. ^ http://docs.cryengine.com/display/SDKDOC2/Implementing+Audio+using+Wwise
  10. ^ http://www.genaudioinc.com/
  11. ^ dnoticias, Newspaper news about Dom Duardos from Gil Vicente, retrieved 2011-01-15 
  12. ^ [Audiokinetic], Audiokinetic interview with Pedro Macedo Camacho (PDF), retrieved 2011-01-15 

External links[edit]