The WAAPI AK-thon

오디오 프로그래밍 / 커뮤니티와 이벤트 / 신규 출시

On Friday April 7th 2017, the soon-to-be-released Wwise Authoring API (WAAPI) was put to the test via an internal company-wide hackathon. Of course, we love coining branded terminology here at Audiokinetic, so we naturally had to call it, the AK-thon! Projects had to include at least one WAAPI component but could include other technologies, and teams were allowed to choose any language or environment. From slightly eccentric to more serious concepts, teams of 2-5 submitted their creative ideas and had one day to realize them.



Here are 4 WAAPI projects from this fun and WAAPI day! 



3D Attenuation Visualizer

Team: Benoit Santerre, Pascal Viandier

Objective: Be able to see an attenuation curve in 3D space within the Unreal Engine, and have it change in real time when modified in Wwise.


-Summary by Benoit Santerre

What we attempted to do was to get a representation of a sound's attenuation curve in a 3D world (in our case, in Unreal Engine 4). We used WAAPI to retrieve the attenuation curve on one sound object, and then used the Unreal Engine's Procedural Mesh Component to rotate that attenuation curve around the Z-axis. The result is something looking like a cone around a sound source in the Engine's 3D view, allowing to easily visualize how a sound will be attenuated in relation to distance. Changing the curve in Wwise automatically refreshes the mesh in Unreal, allowing for easy mixing iterations.  




Infinitely Random Ambience

Team: Shawn Laptiste, Alexandre Lessard, Kristian Mah, Axel Helie Fontaine, Brian McHugh

Objective: Using Essentia's audio analysis and audio-based music information retrieval, create ambiences and musical themes from samples that are determined to be similar within FreeSound's database of sounds. Samples will be analyzed using spectral, temporal, tonal, and high-level music descriptors.


-Summary by Shawn Laptiste

In this hack, we attempted to use WAAPI to create random sequences of sounds within Wwise based on an input template sound.  Essentia is used to perform analysis on the template sound.  Data extracted from the Essentia analysis is then used to query Freesound for similar sounds using Freesound API.  Using WAAPI, these new similar sounds are imported into the Wwise project. Snippets of these sounds are then placed into Random Containers within Sequence Containers with random blend durations creating audio that is similar to the original template sound but varying in unpredictable ways. 



The Wwise Grabber: Hand gesture interface for audio edition using Leap Motion controller

Team: Xavier Buffoni, Thalie Keklikian, Nathan Harris, Alexandre Savard

Objective: Create an application using the controller interface to control 3D position through WAAPI, move a listener and emitter (Event), draw attenuation curves, lengthen/shorten sounds, and (optionally) import a 3D model and simulate geometry-driven reverberation.


-Summary by Thalie Keklikian

The idea behind our project was to control Wwise with hand gestures, Minority Report style. We got the idea from our team member Alex who had just started using his Leap Motion device at home. The Leap Motion Controller is a USB-pluggable sensor that uses IR cameras to track the position of hands placed in the area above it. Its SDK can be easily used to detect fingers, hands, and arms. It can even distinguish the right hand from the left!

WAAPI can do anything Wwise can without having to use the graphic interface at all. For the hackathon, we extracted three main functions from it: one to play the current Event, one to go to the next Event, and one to set RTPC values. We also created 3 different gestures. To play an Event, we decided to point with one finger. The code would check if only one finger was detected and, if so, would see if it was going from a none zone to a touching zone. Then, opening up all of the fingers of one's hand would change the Event to the next one. While playing an Event, a third gesture would be used to alter its sound. We used the pinching gesture, or as we have called it, the grabber. When grabbing an invisible node with one's hand and moving alongside the X and Y axes of the leap motion, these positions would be sent as RTPC values. On the Wwise project side, we created different Events, each having a sound and something to be changed with two RTPCs. For example, one Event played a Wwise Synth One SFX made up of sine and sawtooth waves. When grabbing and moving alongside the Y axis (vertically), the base frequency would be changed. When moving alongside the X axis (horizontally) the sawtooth would transpose.

The result was quite impressive. It kind of looked like we were playing a theremin (a really basic one). Of course, this was all done in a day, so our final product was not perfect. Some shortcuts we took, for example, were to assign the grabbing to a different hand than the other two gestures so that we wouldn't trigger the latter ones by accident while making the grabbing gesture. Still, sometimes, the leap motion would not detect the right hand and would call the wrong function. But we had fun and that's what's important! This WAAPI project opens up a lot of possibilities. Imagine a Wwise authoring in VR that would enable people to change some curves and parameters in-game with a hand tracking system! 



Wwise Engine Authoring Link on OBD2 (WEALO 'pronounced oui allo')

Team: Francois Thibault, Tai Vuong, Maximilien Simard Poirier, Simon Ashby

Objective: Extract engine relevant parameters to drive engine sound synthesis (RPM, vehicle speed, engine load) directly from real-time or offline traces of OBD2 diagnostic hardware interfaces. This will drive Wwise runtime parameters to provide more realistic testing and simulations of audio engine synthesis designs.


-Summary by Francois Thibault

Designing realistic car sounds can sometimes be a challenge without at least a basic physics simulation application running. Some programming efforts are, therefore, usually required before sound designers can start designing vehicle sounds. Our idea was to use data extracted from real cars using OBD2 diagnostic hardware interfaces, either in real time or replaying previously captured data, to drive RTPC parameters like RPM, vehicle speed, and engine load of engine sound synthesis design in Wwise directly through WAAPI, not requiring any Wwise SDK integration.  




Learn more about the Wwise Authoring API (WAAPI).





Audiokinetic sets new standards in audio production for interactive media and games. The company’s middleware solutions, including the award-winning Wwise® and SoundSeed®, empower sound designers and audio programmers with a cost effective, comprehensive authoring tool and audio engine for creating innovative interactive experiences. Audiokinetic is headquartered in Montréal, QC, Canada, has subsidiaries in Tokyo, Japan, and Shanghai, China, as well as Product Experts in Europe.



Andrea Rossini

June 12, 2019 at 08:19 am

Hi, This is very interesting! Is it possible to look at the code you wrote to create 3D Attenuation Visualizer? Thank you!

댓글 달기

이메일 주소는 공개되지 않습니다.

다른 글

AI를 활용한 Pagan Online의 다이얼로그(대화) 관리 개선

오디오 프로그래밍 / 게임 오디오 / 사운드 디자인 니콜라 루키치 (NIKOLA LUKIĆ) 우리는 인공지능의 연구개발이 상당한 추진력을 얻고 있는 시대에 살고 있습니다....

24.3.2020 - 작성자: 니콜라 루키치 (NIKOLA LUKIĆ)

Mastering Suite(마스터링 스위트)의 비하인드 스토리: 게임 내 오디오 마스터링

Mastering Suite 는 게임 산업의 크리에이티브와 엔지니어들이 일련의 협력을 통해 얻은 결과입니다. 수년간 PlayStation은 게임 오디오 개발자 커뮤니티와 협력하여...

23.7.2020 - 작성자: 단젤리 솀브리 (DANJELI SCHEMBRI )

Wwise Wworld Wwide Online Expo (와이즈 월드 와이드 온라인 엑스포) 요약해보기

Audiokinetic의 20주년 기념과 딱 맞게 2020년이 시작되었습니다. 오늘, 크로스 플랫폼 오디오 솔루션인 Wwise는 여러분의 성원에 힘입어 상호작용 및 게임 오디오에서...

30.9.2020 - 작성자: Audiokinetic

WAAPI 간소화하기

Wwise 저작 API (Wwise Authoring API, WAAPI)를 사용하신 적이 없으시다면 이 글을 통해 사용해볼 기회가 생기기를 바랍니다. 네, 프로그래머가 아닌...

4.11.2020 - 작성자: Adam T. Croft

Wwise Unity 커닝 페이퍼

Wwise Unity 통합에 대해 말해봅시다. 언제든지 참조할 수 있는 수년간 제작된 교육 자료가 꽤나 많습니다. Audiokinetic 교육 자료로 말하자면 Youtube에도...

2.2.2021 - 작성자: 매즈 마레티 손더업(MADS MARETTY SØNDERUP)

Wwise 미디 기본 지식: 뉴 슈퍼 럭키스 테일(New Super Lucky Tale)의 폭스베리 타이머 음악적 미디 마법!

안녕하세요 멋진 Wwise 사용자분들 :) 게임 오디오 업계에서 살아남기 위한 필수적인 스킬은 바로 문제를 해결하는 능력입니다. 사용하는 도구의 크고 작은 모든 면을 아는 것은...

8.2.2021 - 작성자: 애론 브라운(AARON BROWN)

다른 글

AI를 활용한 Pagan Online의 다이얼로그(대화) 관리 개선

오디오 프로그래밍 / 게임 오디오 / 사운드 디자인 니콜라 루키치 (NIKOLA LUKIĆ) 우리는 인공지능의 연구개발이 상당한 추진력을 얻고 있는 시대에 살고 있습니다....

Mastering Suite(마스터링 스위트)의 비하인드 스토리: 게임 내 오디오 마스터링

Mastering Suite 는 게임 산업의 크리에이티브와 엔지니어들이 일련의 협력을 통해 얻은 결과입니다. 수년간 PlayStation은 게임 오디오 개발자 커뮤니티와 협력하여...

Wwise Wworld Wwide Online Expo (와이즈 월드 와이드 온라인 엑스포) 요약해보기

Audiokinetic의 20주년 기념과 딱 맞게 2020년이 시작되었습니다. 오늘, 크로스 플랫폼 오디오 솔루션인 Wwise는 여러분의 성원에 힘입어 상호작용 및 게임 오디오에서...