
- Wwise unity for mac and windows Pc#
- Wwise unity for mac and windows license#
- Wwise unity for mac and windows download#
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

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 Sound designers can work and test independently of the programmers and level designers. 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. REV has been run on PC, Mac, iPhone, Android, WinPhone, Xbox 360/One, PS3/4Ī more interesting question is what middleware does it support.Īudiokinetic Wwise : We have a partnership agreement with AK that makes it very easy to integrate REV into a game that is using Wwise.You are right, there are some features in Wwise that are covered by Unity and maybe some that could be considered as obsolete. It runs on any hardware that supports a C++/C# compiler that allows an audio buffer to be written to.


The REV Runtime component is platform agnostic.
Wwise unity for mac and windows Pc#
Prices are listed in the Pricing section of this site.Ī PC tool providing easy spectral analysis, engine cycle tracking and playback in a simulation modeĪ runtime component supporting, either C++ or C#/Mono allowing the playback of the engine content. We offer licensing terms on a per title basis.
Wwise unity for mac and windows download#
You can download the PC Demo of REV Editor from the downloads section. REV is an all-in-one solution created specifically to facilitate the creation and implementation of amazing sounding vehicle engines for video games.
