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audiokinetic.com
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Definitions (168)
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vag
An audio file conversion encoding method for the PS Vita based on ADPCM encoding.
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AAC
A perceptual coding audio compression method that can be used in Wwise on the Mac and iOS platforms. AAC is said to achieve better sound quality than MP3 at similar bit rates. Compression is variable, [..]
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ADPCM
Adaptive Differential Pulse Code Modulation (ADPCM) is an audio file conversion encoding method that quantizes the difference between a sound signal and a prediction that has been made of that sound s [..]
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ATRAC9
A perceptual encoding method for the PS Vita and PS4 that permits encoding of audio files at various bit rates while maintaining a very good perceived sound quality.
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attenuation
The decrease in volume of a sound, music, or motion FX object, as it moves away from the source emitter.
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Audio input
The Audio Input is a sample source plug-in that allows audio content generated by the game to be sent through the Wwise pipeline and processed by the sound engine.
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audio source
A separate abstraction layer between the audio file and the sound object. It is linked to the audio file imported into your project. The audio source remains linked to the audio file that you imported [..]
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Auto-ducking
The action of lowering the volume level of one audio signal in order for another simultaneous audio signal to have more prominence.
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auxiliary bus
A special type of audio bus that is generally used to apply effects such as Reverbs and Delays for simulating environmental effects or to allow dynamic mixing (Side-Chaining).
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Auxiliary Send
An audio signal routing technique used to send an audio signal to an auxiliary bus. An Auxiliary Send can be controlled either per sound object, or per game object when using the SDK API.
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