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词条 Audiokinetic Wwise
释义

  1. Description

  2. {{Anchor|Platforms}}Supported operating systems

  3. Adoption by video games

     Commercial Game Engine Integration 

  4. Technology Partners

  5. Theatre

  6. See also

  7. References

  8. External links

{{Infobox software
| name = Audiokinetic Wwise
| type = Subsidiary
| title = Audiokinetic Wwise
| logo =
| logo caption =
| logo_size =
| logo_alt =
| screenshot =
| caption =
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| collapsible =
| author = Audiokinetic
| developer = Audiokinetic
| released =
| discontinued = No
| latest release version = 2018.1.4[1]
| latest release date =
| latest preview version =
| latest preview date =
| status = Active
| programming language = C++
| platform = Android, 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
| size =
| language =
| language count =
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| genre = Game middleware
Game development tool
Digital audio workstation
| license = Proprietary EULA
| parent = Sony Interactive Entertainment
| website = {{URL|http://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]Sony Interactive Entertainment announced the acquisition of the company on January 8, 2019.[5][6]

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)

{{Anchor|Platforms}}Supported operating systems

Wwise supports the following platforms:[7]

{{columns-list|colwidth=30em|
  • Android
  • 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

}}

Adoption by video games

Recent titles[8] which have used Audiokinetic include:

{{columns-list|colwidth=30em|
  • Castle Siege
  • Isolation
  • Colonial Marines
  • Illumination
  • The Amazing Spider-Man 2
  • Arena of Valor
  • Black Flag
  • Freedom Cry
  • Assassin's Creed Liberation HD
  • Rogue
  • Assassin's Creed Unity
  • Arkham Knight
  • Arkham Origins
  • Arkham Origins Blackgate
  • Bayonetta 2
  • BioShock Infinite
  • Burial at Sea
  • [https://www.bleach-bravesouls.com/index.php Bleach Brave Souls (ブレソル)]
  • Borderlands 2(Vita), The Handsome Collection
  • The Pre-Sequel!
  • Child of Light
  • Contagion
  • Crimson Dragon
  • Dark Dreams Don't Die
  • Spotlight
  • Dawngate
  • Daylight
  • Dead by Daylight
  • Dead Nation - Apocalypse Edition
  • Destiny
  • The Fall
  • DiRT Rally
  • Dirty Bomb
  • Dragon Commander
  • Original Sin
  • Devil May Cry
  • DOOM
  • Dungeon Keeper
  • Dust 514
  • Dangerous
  • Entwined
  • Event[0]
  • F1 2013
  • F1 2014
  • Fable Anniversary
  • Music Evolved
  • Fates Forever
  • Firefall
  • Firewatch[9]
  • Fuse
  • Godus
  • GRID 2
  • Autosport
  • Gunslinger Stratos 2
  • Happy Wars
  • Just Survive
  • The Master Chief Collection
  • Infamous First Light
  • Infamous Second Son
  • Infinite Crisis
  • Inside (video game)
  • Karmaflow
  • Killer Instinct
  • Killer Instinct Season 2
  • Killing Floor 2
  • League of Legends
  • Battlemage
  • Life Is Strange
  • LocoCycle
  • Lost Planet 3
  • Revengeance
  • Ground Zeroes
  • Last Light
  • Shadow of Mordor
  • Monster Hunter World
  • Soul Suspect
  • Nether
  • Automata
  • No Man's Sky
  • Nosgoth
  • New N' Tasty!
  • Outlast
  • Overwatch
  • Kingmaker
  • Payday 2
  • Peggle 2
  • Plants vs Zombies 2
  • PlayerUnknown's Battlegrounds
  • Powerstar Golf
  • Professional Baseball Spirits 2014
  • Project Spark
  • Quantum Break
  • Biohazard
  • Remember Me
  • Resogun
  • Ridge Racer Unbounded
  • Rocket League
  • Rocksmith 2014
  • The Third
  • Saint's Row IV
  • Saint's Row IV: Re-Elected
  • Saint's Row: Gat Out Of Hell
  • ScreamRide
  • Shadow of the Beast (2016)
  • SimCity
  • Definitive Edition
  • The Stick of Truth
  • Star Fox Zero
  • Star citizen
  • Strider
  • Sunset Overdrive
  • Red Sabre
  • Tekken 7
  • Tengami
  • XCOM Declassified
  • The Elder Scrolls Online
  • The Legend of Korra
  • 1886
  • I Want You
  • The Witcher 3
  • Thief
  • The Witcher Tales
  • Titanfall
  • Attila
  • Rome II
  • Tornado Outbreak
  • Complete Story
  • Trine 3
  • Quest for the Avatar
  • The Great War
  • Wildstar
  • Book of Potions
  • Walking with Dinosaurs
  • World of Tanks
  • World of Warplanes
  • World of Warships
  • WWE 2K14
  • WWE 2K15
  • Zoo Tycoon
  • World Party
  • Zumba Kids

}}

Commercial Game Engine Integration

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

  • Unreal Engine 3
  • Unreal Engine 4
  • Unity
  • Cocos2d-x
  • CryEngine[11]
  • Orochi 3
  • Gamebryo
  • Fox Engine
  • Autodesk Stingray
  • Amazon Lumberyard

Technology Partners

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

  • Astound Astound Sound[12]
  • Audio [https://www.audioease.com/index.php Audio Ease]
  • Auro 3d Auro Technologies
  • CrankCase CrankCase Audio
  • Epic Games
  • GameBase
  • iZotope
  • McDSP[13]
  • Perforce Software
  • Silicon Studio
  • Steinberg
  • AMD TrueAudio – there is an audio plug-in for Wwise which offloads computation to the TrueAudio DSP

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[14][15]

See also

  • FMOD
  • OpenAL
  • Sound design
  • Video game development

References

1. ^{{cite web|url=https://blog.audiokinetic.com/wwise-2018-1-4-is-now-live/|title=Audiokinetic Blog|first=Audiokinetic|last=Inc.|website=blog.audiokinetic.com}}
2. ^{{cite web|url=https://ask.audio/articles/review-wwise-for-game-audio|title=Review: Wwise For Game Audio|website=ask.audio}}
3. ^{{cite web|url=http://designingsound.org/2014/03/wwise-free-for-indies-too/|title=Wwise Free for Indies Too!|website=designingsound.org}}
4. ^{{cite web|url=https://www.audiokinetic.com/download/documents/Wwise_Brochure_March2014_en.pdf|publisher=Audiokinetic|title=Wwise: Smart audio|accessdate=9 July 2015}}
5. ^https://www.audiokinetic.com/about/news/
6. ^https://www.sie.com/en/corporate/release/2019/190109.html
7. ^{{cite web|url=https://www.audiokinetic.com/downloads/|title=Audiokinetic | Downloads|publisher=Audiokinetic|accessdate=30 June 2014}}
8. ^{{cite web|url=https://www.audiokinetic.com/community/customers/|publisher=Audiokinetic|title=Customers|accessdate=9 July 2015}}
9. ^{{cite conference | url = http://gdcvault.com/play/1023145/Level-Design-Workshop-Building-Firewatch| title = Level Design Workshop: Building Firewatch in Unity| last1 = Rodkin| first1 = Jake| author-link1 = Jake Rodkin| date = March 2016| conference = Game Developers Conference}}
10. ^{{cite web|url=https://www.audiokinetic.com/products/wwise-integration/|title=Wwise Integration - Audiokinetic|first=Audiokinetic|last=Inc.|website=www.audiokinetic.com}}
11. ^{{cite web|url=http://docs.cryengine.com/display/SDKDOC2/Implementing+Audio+using+Wwise|title=Implementing Audio using Wwise - CRYENGINE 3 Manual - Documentation|website=docs.cryengine.com}}
12. ^{{cite web|url=http://www.genaudioinc.com/|title=HugeDomains.com - GenaudioInc.com is for sale (Genaudio Inc)|website=www.genaudioinc.com}}
13. ^{{cite web|url=http://mcdsp.com/McDSP|title=McDSP Adds RTAS Support to Chrome Tone & Synthesizer One}}
14. ^{{Citation | author = dnoticias | title = Newspaper news about Dom Duardos from Gil Vicente | url= http://www.dnoticias.pt/actualidade/5-sentidos/234804-contigo-teatro-e-oficina-versus-parceiros-em-dom-duardos | accessdate = 2011-01-15 }}
15. ^{{Citation | author = [Audiokinetic] | title = Audiokinetic interview with Pedro Macedo Camacho | url= http://www.audiokinetic.com/download/documents/customer_profiles/Audiokinetic_Customer_Profile_Pedro_Macedo_Camacho.pdf | accessdate = 2011-01-15 }}

External links

  • {{official website

}}
  • Alexander Brandon, [https://web.archive.org/web/20070930024156/http://mixonline.com/recording/mixing/audio_audio_middleware_part/index.html "Audio Middleware, Part 2: More Contenders in the Emerging Field"] Mix Magazine, 04-01-2007. Retrieved on 04-13-2007.

5 : Audio libraries|Middleware|Video game development software|Video game development software for Linux|Video game music technology

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