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Game Audio 301: Sound & Music Implementation using Wwise
Highest Rated
Rating: 4.6 out of 5(304 ratings)
2,400 students

Game Audio 301: Sound & Music Implementation using Wwise

Learn how to implement game sound, sfx, music and optimize audio using the middleware application, Wwise.
Last updated 10/2021
English

What you'll learn

  • How to implement audio and music using the middleware application, Wwise
  • Different considerations when implementing audio vs music
  • Using single sounds for multiple applications
  • Audio processing resource optimization
  • Tools for audio implementation troubleshooting
  • How to construct an interactive music system
  • States, Switches, RTPC's, Stingers, Containers and other implementation-centric audio concepts

Course content

14 sections36 lectures7h 8m total length
  • Introduction16:46

    Getting you up and running! To begin, head to https://www.audiokinetic.com/download/ to download and install the Wwise launcher. Then, watch this video and download the resources!

  • 2021 Update + Explainer5:36

    A short explanation pointing out some differences between 2021+ and previous versions of Wwise and Cube.

Requirements

  • A basic knowledge of audio theory and concepts
  • Ideally, completion of Game Audio 101 & 201 Udemy Courses

Description

So you've written and produced your music, recorded your dialogue and created all your sfx - but how do you get these files in your game and make them behave the way you want?

In game audio, creating the audio files themselves (sfx, music, etc) is a process but so is creating the systems that govern how and when these sounds are played.

Instead of putting audio on a timeline, game audio professionals are usually asked to design audio events which are then programmed by either a technical sound designer or programmer on the development team to work with Unreal, Unity or another game engine.

Wwise is one of the leading applications of audio middleware used to design these audio events. Able to be integrated with Unreal, Unity and most other available game engines, it gives the user the ability to implement all audio in a game space.

Students will learn the basics of working within Wwise, general considerations for implementing audio and a musical score as well as the available tools for troubleshooting.

During the course, students will implement all audio for the open source game Cube while walking through the educational resources created by the developer of Wwise, Audiokinetic.

This class is designed for sound designers, composers, developers, and anyone else experienced in sound who wants a more holistic game audio skill set.

Who this course is for:

  • Sound Designers
  • Composers
  • Game Developers
  • Programmers