Audiokinetic Wwise vs Unity Version Control
Audiokinetic Wwise
audiokinetic.comUnity Version Control
unity.comSide by side
| Figure | Audiokinetic Wwise | Unity Version Control |
|---|---|---|
| Price from | Free | Free |
| Free plan | Yes | Yes |
| Free trial | Yes | Yes |
| Open source | — | — |
| Web | — | Yes |
| Windows | Yes | Yes |
| macOS | Yes | Yes |
| Linux | Yes | Yes |
| iOS | Yes | — |
| Android | Yes | — |
| API | — | Yes |
| Self-hosted | — | Yes |
| Plans published | 4 | 9 |
| Spec score · Game Audio Middleware | 8.7 (#1) | 8.6 (#3) |
| Purpose | Wwise combines an audio authoring application, sound engine, game simulator, plug-in architecture, and Authoring API for interactive game audio and motion. | Unity Version Control is an engine-agnostic version control and source code management tool for game development teams, designed for large files and binaries. |
| Security | Audiokinetic's SDK agreement says users may not reverse engineer, decompile, disassemble, or circumvent security measures in Wwise technology, subject to applicable law. | Unity says Unity Version Control upload and download communications use SSL and that it only allows SSL connections. |
| 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 product page describes support response by email in less than 24 hours, remote support for complex problems, and priority for development-team code hotfixes. |
Plans
Audiokinetic Wwise
- IndieFree
- Pro$8,000, paid once
- Premium$25,000, paid once
- Platinum$45,000, paid once
Unity Version Control
- Free tierFree
- Pay-as-you-goPrice not published
- Pay-as-you-goPriced on request
- Unity PersonalFree
- Unity Version Control hosted cloudFree
- Unity Version Control on-prem seats$38 a month
- Unity Pro$2,310 a year
- Unity EnterprisePriced on request
- Unity IndustryPriced on request
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.
Unity Version Control
Unity Version Control is an engine-agnostic source control tool for game development teams working with large files and binaries. It supports centralized and distributed workflows with branching and merging, as well as file-based workflows for artists. Smart Locks check that a user has the latest version before allowing a file lock, helping reduce merge conflicts. Teams can use Unity-hosted cloud servers or run the server on their own infrastructure. Desktop clients are available for Windows, macOS on Apple Silicon or Intel, and Linux. Named integrations and supported tools include JIRA, Rider, TeamCity, Jenkins, Bamboo, Unreal Engine and Discord. The free tier is free and includes unlimited cloud seats, 25 GB storage per organization per month and 100 GB egress per month; usage beyond included limits is pay-as-you-go. Unity lists on-prem seats at $38 a month. Upload and download communications use SSL, and permissions can be set for repositories, branches and individual items.