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Wwise
Information
Type Audio middleware
Industry Video games, interactive media
Developer Audiokinetic, a subsidiary of Sony Interactive Entertainment
Operating System Authoring application: Windows, macOS; sound engine: Windows, macOS, Linux, Android, iOS, tvOS, visionOS, OpenHarmony and game consoles
License Proprietary; free Indie license for game projects with a production budget up to US$250,000, paid commercial and royalty-based licenses above that
Release Date 2006
Website https://www.audiokinetic.com/en/wwise/overview/


Wwise is an interactive audio middleware made by Audiokinetic, a Montreal company owned by Sony Interactive Entertainment since 2019. It has two parts: an authoring application in which sound designers and composers build the audio behavior of a game, and a run-time sound engine that the game links against and drives through Events.[1][2] Audiokinetic released the first version in 2006.[3] When Sony announced the acquisition in January 2019, it said more than 500 titles using Wwise shipped every year on console, mobile, desktop and AR/VR platforms, in addition to location-based entertainment projects.[1]

For virtual reality and augmented reality work, Wwise supplies ambisonics, an object-based 3D audio pipeline, the Spatial Audio (now also called Acoustics) module for rooms, portals, reflections and diffraction, and plug-in slots for third-party spatializers such as the Meta XR Audio SDK and Steam Audio.[4][5][6] Audiokinetic says it has supported VR game development since 2014.[7] As of 18 October 2026 the newest non-beta release is Wwise 2025.1.11, and Wwise 2026.1 is in public beta.[8][9]

Reviewed 18 October 2026. Lead, history, version features, spatial audio, VR plug-ins and licensing re-checked against the SIE acquisition release, GamesBeat and MCV reports, Audiokinetic blog posts and SDK release notes (2016.1 to 2026.1.3), the two Audiokinetic pricing pages, Meta and Valve developer documentation, Google's Resonance Audio post, the Dear Reality release and the Geronazzo et al. paper. About review dates.

History

Founding and first release

Audiokinetic was founded in 2000 by Martin H. Klein, described by the company as its president and CEO in October 2025, together with a group of people from the music, film and games industries.[1][10] In a 2025 company documentary announcement, Klein described his aim as giving sound designers "all the tools in a pipeline where they can actually build 90% of their design from pre-production to end".[10]

The first commercial version of Wwise came out in 2006. According to Audiokinetic, Microsoft Game Studios was its first customer, and Shadowrun was the first shipped game to use it.[10] By April 2012 the company had shipped 19 major releases, and MCV named Star Wars: The Old Republic, Batman: Arkham City and Mass Effect 2 among the games that used it. Co-founder Simon Ashby told MCV that the company's goals had been better game audio at lower development cost, through a streamlined workflow, cross-platform development and an optimized sound engine.[3] Major versions are named after the year, such as 2016.1 or 2025.1, and each is followed by numbered minor releases.[8]

Sony acquisition

On 8 January 2019 Sony Interactive Entertainment (SIE) announced a definitive agreement to acquire Audiokinetic, with closing expected by 31 January 2019. Audiokinetic was to become a wholly owned SIE subsidiary but continue to operate independently and to license its multi-platform tools to developers. SIE's then president and CEO John Kodera spoke of "maintaining independence and platform neutrality", and Klein said the company "will remain independent".[1] Jeff Grubb of GamesBeat reported that Sony did not plan to take Wwise off the market and that Audiokinetic said it was not becoming a PlayStation exclusive; a correction withdrew the article's earlier statement that Sony would not have to pay the Wwise licensing fee.[11] Audiokinetic's own boilerplate later described it as "a Sony Group Company" headquartered in Montreal, with subsidiaries in Tokyo, Shanghai and Hilversum (Netherlands).[7]

Recent versions

Wwise 2025.1 merged the former Interactive Music and Actor-Mixer hierarchies into a single Containers hierarchy.[12] Its minor releases ran from three betas (2025.1.0 to 2025.1.2) to 2025.1.11, the version that Audiokinetic's "edge" documentation link pointed to on 18 October 2026.[8]

On 27 August 2026 Audiokinetic made the Wwise 2026.1 beta available to install from the Audiokinetic Launcher.[13] The release notes list three betas, 2026.1.1 to 2026.1.3, with 2026.1.3 Beta 3 the latest as of 18 October 2026.[9] New in 2026.1 are a shared Segment object for both sound and music, a Replay view that plays back a captured game session or re-executes its recorded API calls, a revised experimental diffraction engine, reflection-engine optimizations and room culling. The Unreal integration was reworked so that, according to Audiokinetic, more than 95% of automated runtime processes now run as asynchronous tasks.[12] Wwise 2026.1.3 also includes a built-in Model Context Protocol (MCP) server, through which AI agents can create, rename and edit Wwise objects and control profiling via the Wwise Authoring API (WAAPI).[12][14]

How it works

Wwise splits audio work between the authoring application and the sound engine. Audiokinetic's help pages describe Wwise as a solution "for designers, composers, and programmers" that lets a team develop audio, music and motion at the same time as the game's visuals.[15] The authoring application runs only as a 64-bit program; version 2025.1.11 was tested on Windows 11 and macOS Sequoia.[16]

In the authoring tool, a sound designer creates Events, which list actions on Wwise objects: playing or stopping a sound, changing a volume, or setting a State or Switch. Events are packaged into SoundBanks that the game loads, and the game code only triggers the Events. Because the game keeps calling the same Event, the designer can change what it does later "without any additional programming, and without recompiling the code".[2] The SDK documentation lists the other core concepts that programmers wire up: game objects, Switches, States, real-time parameter controls (RTPCs), listeners, auxiliary sends for environments, playback limits and priority, virtual voices and Triggers.[17]

Audiokinetic maintains official integrations for Unity and Unreal Engine. The Unreal version is "an Unreal plug-in that allows the use of the Wwise Sound Engine in Unreal games".[18] The Unity integration has its own documentation, including a section on using Spatial Audio in Unity.[19] The public SDK documentation gives platform requirements for Android, OpenHarmony, iOS/tvOS/visionOS, Mac, Linux and Windows.[20] Audiokinetic's pricing page sums up deployment as "Mobile, desktop, console and AR/VR".[21]

Spatial and 3D audio

Wwise 2016.1 added ambisonics to the sound engine: busses, the PCM, ADPCM and Vorbis codecs, import of AMB files, and most of Audiokinetic's own effects could carry ambisonic signals.[22] Audiokinetic called this "a full ambisonics pipeline supporting playback, rotation, encoding, decoding".[7] Later versions added AmbiX recording in the Recorder effect and named the ambisonics bus configurations 1st, 2nd and 3rd order (2018.1), then 4th and 5th order ambisonics (2019.2).[23][24]

The Spatial Audio module, which Audiokinetic's current documentation also calls Acoustics, works alongside the sound engine. It models sound propagation between Rooms and Portals, computes image sources for early reflections from game geometry for the Reflect plug-in, and runs geometric reflection, diffraction and transmission algorithms. It supports only one top-level listener.[4] Rooms and Portals first appeared in Wwise 2017.1 and were overhauled in 2017.2 "into a complete solution for modeling sound propagation".[25] Wwise 2021.1 introduced object-based bus configurations, so that audio can pass through the mix as discrete Audio Objects instead of fixed channel layouts.[26]

Selected spatial audio changes in Wwise release notes
Version Change
2016.1 Ambisonics in the sound engine, busses, codecs and effects; ambisonics added to the Sony Audio3d plug-in[22]
2017.1 Rooms and Portals introduced[25]
2017.2 Rooms and Portals overhauled for sound propagation; motion devices handled as ordinary audio devices[25]
2018.1 Experimental diffraction on direct paths and early reflections from geometry; 3D Meter for ambisonics busses[23]
2019.2 Stochastic ray tracing for reflections and diffraction; 4th and 5th order ambisonics[24]
2021.1 Object-based bus configuration and Audio Objects; Reflect can output Audio Objects; radial emitters[26]
2022.1 64-bit large world coordinates in the sound engine and Spatial Audio; 3D Audio Bed Mixer plug-in[27]
2025.1.11 Tempest 3D AudioTech plug-in; Google Resonance Audio and Auro 3D plug-ins deprecated[28]
2026.1 (beta) Listener-centric diffraction field (experimental); Resonance Audio plug-in no longer distributed from 2026.1.1 and Auro 3D from 2026.1.3[12]

In a September 2026 announcement, Audiokinetic and Sony Interactive Entertainment introduced a Wwise version of the Tempest 3D AudioTech binaural renderer from the PlayStation 5. It is an Audio Device Effect plug-in that renders passthrough mixes, ambisonic mixes and Audio Objects to binaural headphone audio in software on every Wwise platform, "at no extra cost to developers". On the PS5 itself it is accelerated by dedicated hardware, while PS5 system features such as the Personalized 3D Audio Profile stay exclusive to the console. It ships with Wwise 2026.1.3, 2025.1.11 and 2024.1.17.[12][29] In the 2025.1.11 notes Audiokinetic recommended it as the replacement for the deprecated Resonance Audio and Auro 3D plug-ins for binaural rendering.[28]

VR and AR development

Audiokinetic traces its VR support to the mixer plug-in API in Wwise 2014.1, which gave plug-ins access to 3D object positions and individual source audio inside the sound engine. For Wwise 2015.1 it worked with Oculus on the Oculus Spatializer for the Oculus Rift and with Sony on the Audio3d Object Panner for the then-upcoming PlayStation VR. The same post names the Auro-HeadPhones plug-in for binaural mixes.[7] Meta's documentation describes the Oculus Spatializer Plugin as a mixer plug-in for "Audiokinetic Wwise" that spatializes mono sources relative to the user's head; it is now end-of-life, replaced by the Meta XR Audio SDK and unsupported beyond v47.[30]

Third-party spatializers for Wwise include:

  • Meta XR Audio SDK: a Wwise sink plug-in for spatialization, room acoustics and ambisonic playback in Unity or Unreal Engine VR projects. It requires Wwise 2023.1 or later and a separate license,[5] which Audiokinetic's games price chart listed as free for every plan in October 2026.[31] Meta says the plug-in is now supported only through the Wwise Launcher and Audiokinetic's website, and it no longer updates its own Wwise pages.[32]
  • Steam Audio: Valve's first Steam Audio Wwise plugin, version 4.6.0 of 17 December 2024, supports HRTF-based 3D audio, directivity, occlusion, transmission, reflections, reverb and pathing. It requires Wwise 2023.1.0 or later.[6] Updates continued with version 4.8.1 in February 2026.[33]
  • Resonance Audio: Google's spatial audio SDK, launched on 6 November 2017 with integrations for Unity, Unreal Engine, FMOD, Wwise and DAWs, used higher-order ambisonics to spatialize many sources at once.[34] Audiokinetic stopped distributing the plug-in with Wwise 2026.1.1.[12]

Since Wwise 2017.2, motion devices have been handled as ordinary audio devices, so the Motion plug-in drives controller haptic feedback through the same pipeline as audio.[25] Wwise 2025.1.6 added support for Meta Quest Touch controllers on Android and Windows through the OpenXR API, along with a Haptic Clip Player source for .haptic files.[35][36]

In July 2023 the immersive audio company Dear Reality announced "SPATIAL CONNECT for Wwise", a project for mixing Wwise sessions from inside a VR or AR headset. It was developed with technical support from Audiokinetic, which added features to Wwise for that workflow, and lets designers adjust levels, attenuation curves and maximum distances and see the positions of active sound events in the headset.[37]

VR titles named by Audiokinetic

In an August 2016 blog post, since updated, Audiokinetic said more than 500 VR games had shipped or were in development with Wwise. Its list of shipped examples included Barking Irons, The Climb, DiRT Rally, Edge of Nowhere, Elite Dangerous: Horizons, Gunjack, EVE: Valkyrie, Fantastic Contraption, Farlands, Fated: The Silent Oath, the Oculus Story Studio pieces Henry and Lost, The Leviathan Project and Lucky's Tale.[7] These are Audiokinetic's own claims about its customers.

Research

A 2019 paper in Wireless Communications and Mobile Computing by Michele Geronazzo, Stefania Serafin and colleagues at Aalborg University, on an interactive binaural audio story in VR, named Wwise with Google Resonance and Steam Audio as examples of game sound engine software with flexible rendering for sound propagation.[38] In September 2026 Audiokinetic said its Montreal team had been researching a machine learning approach to sound propagation with Ubisoft La Forge, Ubisoft's internal research group.[39]

Licensing

Wwise is proprietary. Its price for games depends on the project's total production budget, and a license is needed for each platform a title ships on. Audiokinetic publishes different price tables by studio region; China follows a separate model.[31] The table below was read on 18 October 2026 (Greater Asia prices), with the March 2026 archived copy of the same page for studios in North America, South America, Africa, Europe and Australia.[31][40]

Wwise Core License for games (US dollars, first platform / each extra platform)
Plan Production budget North America, South America, Africa, Europe, Australia (March 2026) Greater Asia (October 2026)
Indie Up to $250,000 Free Free
Pro Up to $2 million $8,000 / $4,000 $8,000 / $4,000
Premium Over $2 million $25,000 / $15,000 $27,000 / $19,000
Platinum Over $2 million $45,000 / $20,000 $52,000 / $26,000

Premium includes a year of unlimited standard support. Platinum adds support through development and six months after launch, a 12-month post-launch DLC license and all Audiokinetic-developed premium plug-ins. Instead of an up-front fee, studios can take a royalty-based license at 1% of the game's gross sales after launch, or a games-as-a-service license that is free until launch and then charges a monthly fee by revenue tier.[31] The free trial is for non-commercial use and limited to 200 media assets in SoundBanks; non-commercial projects can request a free unrestricted license, and teachers can register courses for academic use.[21]

Location-based entertainment (arcades, museums, theme parks), simulation and training, film production, automotive and several other uses are excluded from the games price chart; Audiokinetic asks those projects to contact it for pricing.[31] Commercial location-based virtual reality venues and VR training simulations therefore fall outside the published game prices.

See also

References

  1. ↑ 1.0 1.1 1.2 1.3 "Sony Interactive Entertainment to Acquire Audiokinetic, a Leading Provider of Interactive Audio Solutions to the Gaming Industry". Sony Interactive Entertainment. Sony Interactive Entertainment. 2019-01-09. https://sonyinteractive.com/corporate/release/2019/190109.html. Retrieved 2026-10-18.
  2. ↑ 2.0 2.1 "Understanding Events". Wwise SDK 2025.1.11 documentation. Audiokinetic. https://www.audiokinetic.com/en/public-library/2025.1.11_9262/?source=SDK&id=concept_events.html. Retrieved 2026-10-18.
  3. ↑ 3.0 3.1 MCV Staff (2012-04-05). "Tools Spotlight: Audiokinetic". MCV/DEVELOP. https://mcvuk.com/development-news/tools-spotlight-audiokinetic/. Retrieved 2026-10-18.
  4. ↑ 4.0 4.1 "Acoustics (Spatial Audio)". Wwise SDK 2025.1.11 documentation. Audiokinetic. https://www.audiokinetic.com/en/public-library/2025.1.11_9262/?source=SDK&id=spatial_audio.html. Retrieved 2026-10-18.
  5. ↑ 5.0 5.1 "Meta XR Audio Plug-in: Wwise Sink Plug-in". Wwise documentation. Audiokinetic. https://www.audiokinetic.com/en/public-library/plugin_2024.1.17_267_metaxraudio/?source=Meta&id=meta_xr_chapter. Retrieved 2026-10-18.
  6. ↑ 6.0 6.1 "Steam Audio v4.6.0 release notes". GitHub. Valve Corporation. 2024-12-17. https://github.com/ValveSoftware/steam-audio/releases/tag/v4.6.0. Retrieved 2026-10-18.
  7. ↑ 7.0 7.1 7.2 7.3 7.4 Audiokinetic (2016-08-09). "500+ Wwise Virtual Reality Games (and counting...)". Audiokinetic Blog. Archived from the original on 2024-12-14. http://web.archive.org/web/20241214220552/https://www.audiokinetic.com/en/blog/vr-games-that-run-on-wwise-1/. Retrieved 2026-10-18.
  8. ↑ 8.0 8.1 8.2 "Release Notes 2025.1". Wwise SDK 2025.1.11 documentation. Audiokinetic. https://www.audiokinetic.com/en/public-library/2025.1.11_9262/?source=SDK&id=releasenotes.html. Retrieved 2026-10-18.
  9. ↑ 9.0 9.1 "Release Notes 2026.1". Wwise SDK 2026.1.3 documentation. Audiokinetic. https://www.audiokinetic.com/en/public-library/2026.1.3_9276/?source=SDK&id=releasenotes.html. Retrieved 2026-10-18.
  10. ↑ 10.0 10.1 10.2 Audiokinetic (2025-10-23). "The Story of Audiokinetic and The Story of Wwise: A Double Documentary Reveal". Audiokinetic Blog. Archived from the original on 2025-10-28. http://web.archive.org/web/20251028115935/https://www.audiokinetic.com/en/blog/the-story-of-audiokinetic-and-wwise-documentary/. Retrieved 2026-10-18.
  11. ↑ Jeff Grubb (2019-01-08). "Sony acquires Audiokinetic and its popular Wwise sound tool". GamesBeat. https://gamesbeat.com/sony-acquires-audiokinetic-and-its-popular-wwise-sound-tool/. Retrieved 2026-10-18.
  12. ↑ 12.0 12.1 12.2 12.3 12.4 12.5 "New Features Overview 2026.1". Wwise SDK 2026.1.3 documentation. Audiokinetic. https://www.audiokinetic.com/en/public-library/2026.1.3_9276/?source=SDK&id=whatsnew_2026_1_new_features.html. Retrieved 2026-10-18.
  13. ↑ Audiokinetic (2026-08-27). "Wwise 2026.1: What's New - Beta Edition". Audiokinetic Blog. https://www.audiokinetic.com/community/blog/wwise-2026.1-whats-new. Retrieved 2026-10-18.
  14. ↑ Audiokinetic (2026-09-24). "Introducing Audiokinetic's Wwise MCP". Audiokinetic Blog. https://www.audiokinetic.com/community/blog/introducing-audiokinetic-wwise-mcp. Retrieved 2026-10-18.
  15. ↑ "Welcome to Wwise 2025.1.11". Wwise Help. Audiokinetic. https://www.audiokinetic.com/en/public-library/2025.1.11_9262/?source=Help&id=welcome_to_wwise. Retrieved 2026-10-18.
  16. ↑ "Wwise system requirements". Wwise Help. Audiokinetic. https://www.audiokinetic.com/en/public-library/2025.1.11_9262/?source=Help&id=wwise_system_requirements. Retrieved 2026-10-18.
  17. ↑ "Overview of Wwise concepts". Wwise SDK 2025.1.11 documentation. Audiokinetic. https://www.audiokinetic.com/en/public-library/2025.1.11_9262/?source=SDK&id=conceptsandterminology.html. Retrieved 2026-10-18.
  18. ↑ "Wwise Unreal Integration". Wwise documentation. Audiokinetic. https://www.audiokinetic.com/en/public-library/2025.1.11_9262/?source=UE4&id=index.html. Retrieved 2026-10-18.
  19. ↑ "Wwise Unity Integration". Wwise documentation. Audiokinetic. https://www.audiokinetic.com/en/public-library/2025.1.11_9262/?source=Unity&id=index.html. Retrieved 2026-10-18.
  20. ↑ "Platform Requirements". Wwise SDK 2026.1.3 documentation. Audiokinetic. https://www.audiokinetic.com/en/public-library/2026.1.3_9276/?source=SDK&id=reference_platform.html. Retrieved 2026-10-18.
  21. ↑ 21.0 21.1 "Wwise Pricing". Audiokinetic. Audiokinetic. https://www.audiokinetic.com/en/wwise/pricing/. Retrieved 2026-10-18.
  22. ↑ 22.0 22.1 "Release Notes 2016.1". Wwise SDK documentation. Audiokinetic. https://www.audiokinetic.com/en/public-library/2026.1.3_9276/?source=SDK&id=whatsnew_2016_1.html. Retrieved 2026-10-18.
  23. ↑ 23.0 23.1 "Release Notes 2018.1". Wwise SDK documentation. Audiokinetic. https://www.audiokinetic.com/en/public-library/2026.1.3_9276/?source=SDK&id=whatsnew_2018_1.html. Retrieved 2026-10-18.
  24. ↑ 24.0 24.1 "Release Notes 2019.2". Wwise SDK documentation. Audiokinetic. https://www.audiokinetic.com/en/public-library/2026.1.3_9276/?source=SDK&id=whatsnew_2019_2.html. Retrieved 2026-10-18.
  25. ↑ 25.0 25.1 25.2 25.3 "Release Notes 2017.2". Wwise SDK documentation. Audiokinetic. https://www.audiokinetic.com/en/public-library/2026.1.3_9276/?source=SDK&id=whatsnew_2017_2.html. Retrieved 2026-10-18.
  26. ↑ 26.0 26.1 "Release Notes 2021.1". Wwise SDK documentation. Audiokinetic. https://www.audiokinetic.com/en/public-library/2026.1.3_9276/?source=SDK&id=whatsnew_2021_1.html. Retrieved 2026-10-18.
  27. ↑ "Release Notes 2022.1". Wwise SDK documentation. Audiokinetic. https://www.audiokinetic.com/en/public-library/2026.1.3_9276/?source=SDK&id=whatsnew_2022_1.html. Retrieved 2026-10-18.
  28. ↑ 28.0 28.1 "Release Notes 2025.1.11". Wwise SDK documentation. Audiokinetic. https://www.audiokinetic.com/en/public-library/2025.1.11_9262/?source=SDK&id=whatsnew_2025_1_11.html. Retrieved 2026-10-18.
  29. ↑ Audiokinetic (2026-09-15). "Introducing the Tempest 3D AudioTech plug-in". Audiokinetic Blog. https://www.audiokinetic.com/community/blog/tempest-3d. Retrieved 2026-10-18.
  30. ↑ "Set Up the Oculus Spatializer for Wwise". Meta Horizon OS Developers. Meta Platforms. https://developers.meta.com/horizon/documentation/unity/audio-osp-wwise-overview/. Retrieved 2026-10-18.
  31. ↑ 31.0 31.1 31.2 31.3 31.4 "Wwise Pricing for Games". Audiokinetic. Audiokinetic. https://www.audiokinetic.com/en/wwise/pricing/for-games/. Retrieved 2026-10-18.
  32. ↑ "Meta XR Audio Plugin for Wwise - Ambisonic". Meta Horizon OS Developers. Meta Platforms. https://developers.meta.com/horizon/documentation/unity/meta-xr-audio-sdk-wwise-ambisonic/. Retrieved 2026-10-18.
  33. ↑ "Steam Audio v4.8.1 release notes". GitHub. Valve Corporation. 2026-02-11. https://github.com/ValveSoftware/steam-audio/releases/tag/v4.8.1. Retrieved 2026-10-18.
  34. ↑ Eric Mauskopf (2017-11-06). "Resonance Audio: Multi-platform spatial audio at scale". Google for Developers Blog. Google. https://developers.googleblog.com/en/resonance-audio-multi-platform-spatial-audio-at-scale/. Retrieved 2026-10-18.
  35. ↑ "Release Notes 2025.1.6". Wwise SDK documentation. Audiokinetic. https://www.audiokinetic.com/en/public-library/2025.1.11_9262/?source=SDK&id=whatsnew_2025_1_6.html. Retrieved 2026-10-18.
  36. ↑ Audiokinetic (2026-05-15). "New in Motion: Meta Quest Support and the Haptic Clip Player". Audiokinetic Blog. https://www.audiokinetic.com/community/blog/new-in-motion-meta-quest-support-and-the-haptic-clip-player. Retrieved 2026-10-18.
  37. ↑ "The future of game audio mixing is in-headset: Dear Reality announces SPATIAL CONNECT for Wwise". Dear Reality press release. Dear Reality. 2023-07-26. https://cdn.uc.assets.prezly.com/0d9ce39e-0d05-40b1-aa79-c1b064e39f29/-/inline/no/pm-dr-wwise.pdf. Retrieved 2026-10-18.
  38. ↑ Michele Geronazzo, Amalie Rosenkvist, David Sebastian Eriksen, Camilla Kirstine Markmann-Hansen, Jeppe Køhlert, Miicha Valimaa, Mikkel Brogaard Vittrup, Stefania Serafin (2019). "Creating an Audio Story with Interactive Binaural Rendering in Virtual Reality". Wireless Communications and Mobile Computing, vol. 2019, article 1463204. https://doi.org/10.1155/2019/1463204. Retrieved 2026-10-18.
  39. ↑ Audiokinetic (2026-09-28). "Rethinking Sound Propagation: A Research Collaboration with Ubisoft La Forge". Audiokinetic Blog. https://www.audiokinetic.com/community/blog/rethinking-sound-propagation-a-research-collaboration-with-ubisoft-la-forge. Retrieved 2026-10-18.
  40. ↑ "Wwise Pricing for Games". Audiokinetic. Audiokinetic. Archived from the original on 2026-03-22. http://web.archive.org/web/20260322184517/https://www.audiokinetic.com/en/wwise/pricing/for-games/. Retrieved 2026-10-18.