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Audiokinetic

    https://www.audiokinetic.com/products/wwise/
    Wwise integrates into your production pipeline and empowers your audio team to focus on being creative without limitations or dependencies. Author, simulate, integrate, mix and profile using one audio engine. Increase Efficiency Wwise streamlines your interactive audio projects with its comprehensive interactive audio pipeline.

Wwise Audio Engine Gem - Open 3D Engine

    https://www.o3de.org/docs/user-guide/gems/reference/audio/wwise/audio-engine-wwise/
    The Wwise Audio Engine Gem provides support for using the Audiokinetic Wave Works Interactive Sound Engine (Wwise) in Open 3D Engine (O3DE) projects. The Wwise Audio Engine Gem requires the Audio System Gem. For more information, refer to Audio System Overview . Enabling the Wwise Audio Engine Gem

Atmos Dolby Atmos for Wwise | Dolby Games

    https://games.dolby.com/atmos/wwise/
    Audiokinetic's WWISE supports Dolby Atmos for PC, Xbox Series X|S and mobile. WWISE can be integrated with both Unity 3D and Unreal Engine, which will enable support for spatial audio that is then rendered to Dolby Atmos. WWISE supports a main mix bus of 7.1.4.

Wwise in Games - Audiokinetic Wwise

    https://www.audiokinetic.com/discover/wwise-in-games/
    Powered by Wwise See more Wwise Spatial Audio is a family of built-in spatial audio features complemented by in-house and 3rd party plug-ins that seamlessly integrate with the Wwise production workflow. Wwise Spatial Audio specializes in sound propagation, virtual acoustics, and spatially informed audio rendering.

Using the Wwise Unity Integration - Audiokinetic Wwise

    https://www.audiokinetic.com/library/edge/?source=Unity&id=pg_appscripts.html
    The WwiseGlobal object is a GameObject that contains the Initializing and Terminating scripts for the Wwise Sound Engine. In the Editor workflow, it is added to every scene, so that it can be properly previewed in the Editor. In the game, only one instance is created, in the first scene, and it is persisted throughout the game.

Audiokinetic Blog

    https://blog.audiokinetic.com/loop-based-car-engine-design-with-wwise-part-2/
    In Wwise, loop-based engine designs are constructed using a Blend Container object, by adding sound objects onto any Blend Tracks belonging to that Container. Together, these define the order and length of when each of the child sound objects will play, based on Rpm data. All-in-all, the following needs to be done to complete our engine design: 1.

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