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Wwise
What Is Wwise?
Wwise is an interactive sound engine empowering audio creators. It unshackles game audio from technical and creative limitations, and liberates sound designers with a set of tools that put real-time manipulation in their
hands.
Wwise is the gold standard interactive audio solution for gaming, automotive, and location-based entertainment. Over 1000 titles are developed every year using Wwise, and with partnerships with the largest developers worldwide, 70% of the global AAA market uses Wwise.
Who Uses Wwise?
Game developers Automotive industry Location based entertainment Training and simulation
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Wwise
Reviews of Wwise
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Audio Synchronization Like A Pro
Comments: Sound to audio to digital then sync. Considering from analog to square wave is a calculus attempt to dimension downgrade to be very inspirational.
Pros:
Object, container, switch, packaging, modular based implementation, etc. A complete suite of the most current implementation concepts.
Cons:
Before figuring out the switch implementation the sound is hard to sync. Eventually will get the hang of it though.
Sony Interactive Entertainment Response
2 years ago
Thank you for your review Zack. We very much appreciate your recommendation!
Best of the Best for Interactive Audio
Comments: A long journey from Wwise 101 to now - but no regrets. It is an absolute no-brainer to use Wwise whenever possible, it makes the game come to life with dynamic audio and states / triggers for any situation.
Pros:
Very comprehensive features and fantastic tutorials to learn the ropes. The free courses are incredible at teaching the basics and laying a foundation for users to teach themselves features down the road. It makes audio integration easy with Unity (I haven't tried integrating with other game engines yet) but I imagine it's a similar experience for other engines, too.
Cons:
The steep learning curve was a lot to take in for a non-programmer. Wwise is definitely laid out for programmers and not a musician. Which is ultimately for the better, I must admit. It taught me how to view audio assets as a piece of the puzzle for game development and showed me how to better prepare audio files for interactive music in video games.