Audiokinetic Wwise vs FMOD Studio
Audiokinetic Wwise
audiokinetic.comFMOD Studio
fmod.comSide by side
| Figure | Audiokinetic Wwise | FMOD Studio |
|---|---|---|
| Price from | Free | Free |
| Free plan | Yes | Yes |
| Free trial | Yes | Yes |
| Open source | — | — |
| Windows | Yes | Yes |
| macOS | Yes | Yes |
| Linux | Yes | Yes |
| iOS | Yes | — |
| Android | Yes | — |
| Plans published | 4 | 3 |
| Spec score · Game Audio Middleware | 8.7 (#1) | 8.5 (#5) |
| Headquarters | Montreal, Quebec, Canada | Melbourne, Australia |
| Purpose | Wwise combines an audio authoring application, sound engine, game simulator, plug-in architecture, and Authoring API for interactive game audio and motion. | FMOD Studio is an end-to-end solution for creating adaptive game audio and playing it in-game through the FMOD Engine. |
| Support | Without a Direct Support Plan, users can ask questions through the public Audiokinetic Community Q&A; paid support plans include ticket allowances or unlimited tickets. | FMOD lists free community forum support and email technical support for licensed users; licensing includes one year of email support with Basic and two years with Premium. |
Plans
Audiokinetic Wwise
- IndieFree
- Pro$8,000, paid once
- Premium$25,000, paid once
- Platinum$45,000, paid once
In their own words
Audiokinetic Wwise
Audiokinetic Wwise is a toolset for creating interactive game audio and motion. It combines an audio authoring application, sound engine, game simulator, plug-in architecture, and Authoring API. Its pipeline covers authoring, simulation, integration, in-game mixing, and real-time profiling. A project can organize sound, voice, music, and motion assets, playback behaviors, Events, simulations, profiling, and platform-specific SoundBanks. Wwise supports spatial audio, interactive music, dialogue management, localization, and audio streaming. Unity and Unreal Engine integrations are available; the Unity package includes a plug-in library, C# SDK API bindings, components, and Editor windows. The free trial is for non-commercial use and limits SoundBanks to 200 media assets. Commercial licenses are per title, with a license required for each platform used. Listed commercial plans start at $8,000, paid once; the price depends on platforms. The free Indie plan is for production budgets below $250K.
FMOD Studio
FMOD Studio is an end-to-end solution for creating adaptive game audio and playing it in-game through the FMOD Engine. Its event editor supports instruments, effects, randomization, modulation, multitrack music, and automated effects. The mixer routes signals, applies DSP effects to event groups, and uses prioritized snapshots for dynamic mixing. A built-in profiler can capture and simulate gameplay, then inspect events, 3D positions, parameters, API calls, voice, levels, and CPU usage. Live Update lets users monitor levels and snapshots while hearing changes on a connected game device. FMOD Studio is ready to use with Unity and Unreal, and other engines can connect through its API using C++ or C#. Team workflow features include shared presets, integrated source control, and profiler sessions for communication with outsourced sound teams. It runs on Linux, macOS, and Windows. Licensing is per game: Indie is free under stated budget and revenue conditions, Basic costs 6000.00 USD once, and Premium costs 18000.00 USD once. Non-game projects require custom pricing.