Audiokinetic Wwise vs psai
Audiokinetic Wwise
audiokinetic.compsai
homeofpsai.comSide by side
| Figure | Audiokinetic Wwise | psai |
|---|---|---|
| Price from | Free | Free |
| Free plan | Yes | Yes |
| Free trial | Yes | — |
| Open source | — | — |
| Windows | Yes | Yes |
| macOS | Yes | Yes |
| Linux | Yes | Yes |
| iOS | Yes | Yes |
| Android | Yes | Yes |
| API | — | Yes |
| Plans published | 4 | 2 |
| Spec score · Game Audio Middleware | 8.7 (#1) | 7.9 (#10) |
| Headquarters | Montreal, Quebec, Canada | Hamburg, Germany |
| 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. | The maker provides a technical-support email and links to a manual, API documentation, tutorials and a Unity forum. |
| Unity integration | The Unity integration includes a plug-in library, C# SDK API bindings, components, and Editor windows. | The Unity version is written in C# without native code and the maker says it works on all Unity target platforms. |
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.
psai
psai® is an interactive music engine for videogames, aimed at composers and developers creating adaptive soundtracks. Its playback logic can change intensity, recombine musical segments, pause, and respond to gameplay. The Unity edition is written in C# without native code, and the maker says it works on all Unity target platforms. The native C++ SDK is limited to Windows, with evaluation or licensing inquiries directed to the maker. The regular and Pro editions use the same Unity engine; Pro adds the standalone editor for creating projects from scratch. That editor is listed for Win/Mac and requires Music Engine Pro and Pro User Registration. Downloads include a demo soundtrack and eight free music themes. The maker says Unity use across a customer's projects has no further costs or royalties, with one copy required per company seat. However, the editor EULA limits users who have not purchased the engine through the Unity Asset Store to non-commercial editor use, including testing for future commercial use. The site also links to manuals, API documentation, tutorials, and a Unity forum.