Audiokinetic Wwise
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| Audiokinetic Wwise | |
|---|---|
A project open in Wwise 2007.2 on Windows XP Professional. |
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| Developed by | Audiokinetic |
| Latest release | 2008.1 |
| OS | Microsoft Windows |
| License | Proprietary EULA |
| Website | www.audiokinetic.com |
Wwise (WaveWorks Interactive Sound Engine), a middleware product from Audiokinetic Inc., is marketed as a complete audio pipeline solution.[1] Wwise runs on a Windows platform, and can currently create content for PC, Xbox360, PlayStation3, and Wii video games.
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[edit] Description
The Wwise authoring application centralizes all aspects of audio creation in a graphical interface to simplify the audio creation workflow. The functionalities in this interface allow sound designers to:
- Build audio structures, including Interactive Music structures
- Define audio behaviors
- Edit and mix in real-time
- Define audio propagation and environments
- Simulate audio game play and environments
- Manage sound integration
- Profile performance and audio behaviors
Wwise allows for on-the-fly audio authoring directly in game. Users can create, audition, and tweak sound effects and subtle sound behaviors without programming assistance during every phase of game development.
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
[edit] Versions
- Wwise v2008.1
- Released in 2008. Multiple Effect Inserts and Blend Container Improvement.
- Wwise v2007.4
- Released in 2008. New SoundBank Model, SoundBank Editor, SoundBank Profiling, File Packager, and Sound Engine Optimizations.
- Wwise v2007.3
- Released in 2007. Vorbis for PLAYSTATION®3. Voice Asset Importer.
- Wwise v2007.2
- Released in 2007. Support for Wii games. First version to support Dynamic Dialogue, game object profiling, and Wwise Matrix Reverb.
- Wwise v2007.1
- Released in 2007. First version to support Interactive Music. Improvements made to positioning and PlayStation3 support. [2]
- Wwise v2006.3
- Released in 2006. First version to include Blend Containers, source control support, rendered effects, and the Query Editor. First version to support effect insertion on the Master Control Bus.
- Wwise v2006.2.3
- Released in 2006. Improvements made to event playing and performance.
- Wwise v2006.2.2
- Released in 2006. Improvements made to sound engine API calls, message cues, and event scope and searching.
- Wwise v2006.2.1
- Released in 2006. First version to include XMA 2.0 support, obstruction and occlusion simulation, PlayStation3 support, and virtual voices. New options available for data profiling. Performance optimizations made to reduce CPU use.
- Wwise v2006.3
- Released in 2006. First version to support Environmental effects, multiple listeners, and divergence. Improvements made to SoundBanks and Game Profiler. Reverb, Performance Monitor, and Streaming Manager optimized.
- Wwise v2006.1
- Released in 2006. Support for Xbox360 and PC games.
[edit] Awards
Audiokinetic was awarded the 2006 Front Line Award in the Audio category by CMP Technology's Game Developer Magazine for its Wwise 2006.2.1 solution.[3]
Audiokinetic's Wwise was awarded a 2006 G.A.N.G. Recognition Award by the Game Audio Network Guild.[4]
[edit] Games
Audiokinetic's Wwise was used to integrate sound into FASA Interactive's Shadowrun.[5]
Wwise has been used in the development of Too Human by Silicon Knights.[6]
[edit] See also
[edit] References
- ^ Jordan, Jon (May 2007), “The Sound of Music”, Develop (no. 72): page 44
- ^ Henein, Michel. "Field Test: Audiokinetic Wwise 2007.1 Videogame Software", Mix, 2007-09-01. Retrieved on 2007-09-07.
- ^ Boyer, Brandon. "Game Developer Announces 2006 Front Line Award Winners", Gamasutra, 2006-12-18. Retrieved on 2007-02-02.
- ^ Lyons, Jerry. "5th Annual G.A.N.G. Awards Winners", Game Audio Network Guild, 2007-03-09. Retrieved on 2007-03-13.
- ^ Henein, Michel. "Technology Spotlight: Audiokinetic Wwise", Mix Magazine Online, 2006-10-01. Retrieved on 2007-02-23.
- ^ Kritsonis, Ted. "The invisible middleman of the game industry", CBC News In Depth, 2007-08-13. Retrieved on 2007-08-20.
[edit] External links
- Alexander Brandon, "Audio Middleware, Part 2: More Contenders in the Emerging Field" Mix Magazine, 04-01-2007. Retrieved on 04-13-2007.

