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HDR and the Wwise Voice Pipeline - audiokinetic.com

    https://www.audiokinetic.com/zh/library/2021.1.6_7774/?source=Help&id=hdr_and_wwise_voice_pipeline
    Understanding the Voice Pipeline Built-in Audio Devices Understanding Secondary Outputs Understanding HDR Using HDR Converting Audio Files Creating the Final Mix Managing Platform and Language Versions Creating Simulations Managing Memory in Wwise Profiling Managing SoundBanks Managing File Packages Upgrading Your Projects

Audiokinetic Blog

    https://blog.audiokinetic.com/integrating-wwise-into-your-pipeline/
    Wwise Convinces Audio Programmers Toolsets & Workflow for the Audio-Centric Environment Sophisticated Audio With Great Performance Integrating Wwise into Your Pipeline The six programmers are: Chip Bell, Audio Programmer, Pandemic Studios in Brisbane, Australia David Bettner, Game Developer, Ensemble Studios

Sounds - Microsoft Flight Simulator

    https://docs.flightsimulator.com/html/Asset_Creation/Sounds/Sounds.htm
    Rather than referencing each individual *.wav file in the aircraft sound folder, the Wwise data pipeline compiles all the SimObject sounds into a single Wwise soundbank, which is itself included in a Wwise package file ( PC.PCK extension). Soundbanks are created and generated from the Wwise editor and packaged through the Wwise File Packager tool.

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

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