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- Wwise unity for mac and windows update#
- Wwise unity for mac and windows trial#
- Wwise unity for mac and windows license#
But that's outside the scope of this discussion.
Wwise unity for mac and windows update#
Of course if we're looking to improve iteration, develop a mode that lets us update assets on the fly without a cumbersome bank generation process. I imagine only a sub-set of what's possible to change in Wwise would be accessible in Reaper but there are ways and means that I can imagine to get it functionally equivalent to the extent that it'll be v. So next, I want to be able to right click on a container - be it a blend container, a random container, whatever - and open it up in my DAW (let's say Reaper) in a way that's cross-compatible so I can make changes there, and save it out and bang, it's back in Wwise.
Wwise unity for mac and windows trial#
Our default trial period is 3 months, so you can take your time The only issue you might have with us is that the iOS plugin will be ready only at the end of Q1 2012.At the moment, it's quite easy to right click a. We have 3 different reverb algorithms, with different CPU, memory requirements and, obviously, quality. You can do that with Wwise in Unity, no problem. Able to load AND unload samples during execution of the app And that's true for FMOD too, as you discovered. But as I explained, performance is highly dependent on the desired design. Using virtual voices and voice limiting it can be manageable.Ĭompared to FMOD (the engine in Unity)? We do compare to them. On iOS, I would recommend setting the bar lower. From experience, 80 voices on PC/XBox/PS3 is quite achievable. Those can be quite heavy or not, depending on your design. Things like codec, effects, positionning, streaming from disk can all eat up CPU. Now, how much CPU you want left for the rest of the game? The number of voices that can be supported depends on a lot of factors, and that's on any platform, with any sound engine. Not that I want to nitpick, but that's a very vague requirement. More than 32 simultaneous sounds (approx 80 needed).
Wwise unity for mac and windows license#
The Unity plugin comes at no extra cost with a valid Wwise license (pricing available at: ) But again, if you need just basic audio cues for your game, Unity is good enough and will be cheaper in the end. This list can be quite longer actually, depending on your game design and the size of your team. The convolution reverb for high quality reverb and especially outdoor reproduction The environmental effects, more than simple reverbs, which includes occlusion and obstruction
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17 proprietary DSP effects and two 3rd party effects (new to be announced soon) The event system that offers actions like play, pause, seek, mute, set volume, game parameters, switch, etc. The highly optimized AK Vorbis audio compression formats The automatic conversion settings system The voice limiting and virtual voices management
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Sound designers can work and test independently of the programmers and level designers.
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The support from Audiokinetic programmer team On the other hand, games looking for a more sophisticated audio experience, I would suggest using Wwise. For games that mostly need to play simple sounds, I would suggest keeping Unity audio. You are right, there are some features in Wwise that are covered by Unity and maybe some that could be considered as obsolete.
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