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What is the best alternative to Wwise?
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Amplitude Audio SDK
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6
Experiences
Pros
5
Cons
1
Top
Pro
Extensible at the core
Amplitude offers a plugin API to allow developers to extends possibilities with the engine by adding custom effects, codecs, pipelines, and more.
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Con
No GUI authoring tool
Amplitude doesn't provide a GUI authoring tool at the moment. But according to the website, it is being actively under development.
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Pro
Provide Official Plugins for game engines
As today, Amplitude provides official plugins for O3DE and ezEngine. A plugin for Godot will be provided soon.
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Pro
Multi-platform support
Amplitude runs on Windows, Mac OS, and Linux. Android and iOS support is still under development.
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Pro
Data-driven assets authoring
With Amplitude, assets are written in JSON files. It make them really easy to manage and edit. Most of the time there was not too may code to write after the integration in a game.
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Pro
Free License
Amplitude is licensed under Apache-2.0. So you can use it for free and commercial products without restrictions.
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FMOD Studio
All
10
Experiences
Pros
8
Cons
2
Top
Pro
Cross-platform
Windows, Windows Phone, Mac OS X, iOS, Android, Linux, PS3, PS4, PSVita, Xbox 360, Xbox One, Wii U
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Con
Not enough sensitivity in randomized playlists
The smallest chance of random play is 1%. This may be fine enough for most situations but if, for example, you have 20 clips to randomize and you want one of them to play 1:10 of the rest, you would need ~0.5%. And if you want an Easter-egg event at 1:100, you can't get even close to that. You'll have to do it in code instead of in the studio.
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Pro
Studio interface presents a lot on one view really well
Compared to Wwise, for example, which splits the parameter curves that may be affecting your event into at least three different views, FMOD does a good job of flattening the hierarchy, simplifying details into nice UI gadgets, and presenting all this on one view. This may create a bit of a disconnect in understanding the hierarchy... but not really. Details may be hidden because of this but those probably aren't missed by your average developer. Showing the waveforms of the clips everywhere possible also helps. The contrast and readability of the UI is also nice.
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Con
Unclear on how to handle parameterized one-shot events in Unity
The instructions on how to set up events in Unity work for all events except one-shot events that need to respond to a parameter. These events should be implemented through code instead of using the FMOD Unity components (like you can for all other events). This makes no sense from a design point and is not made clear in any documentation. You might as well implement all of FMOD through code in Unity and ignore the clumsy Unity components.
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Pro
Unreal game engine integration fully supported
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Pro
Unity game engine integration fully supported
Well, fully supported except for parameterized one-shot events through FMOD's Unity components, and lack of good getting started documentation showing best practices for various needs.
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Pro
Autopitch modulator
Easy to automate pitch bending with an RPM parameter, for example. Far easier to use and understand than Wwise's Smart pitch curve command. No idea which is more efficient, however.
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Pro
Used in many high profile commercial games
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Pro
Free license for non-commercial/educational/indies (budget < $100k)
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Pro
Already integrated with many game engines
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Built By the Slant team
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4.7 star rating
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