
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!
A short explanation pointing out some differences between 2021+ and previous versions of Wwise and Cube.
Create a fire shotgun player event in Wwise, import the shotgun blast, adjust playback with volume, pitch, and a low-pass filter, then build and link a sound bank for Cube.
Demonstrate using one shotgun asset for pump in and pump out by duplicating it into two sound objects linked to the fire shotgun player event, with pitch and delay tweaks.
Learn to implement randomized shotgun shell sound effects using random containers and sequence containers in Wwise, with pitch variation, selective content, and pauses, plus testing and building sound banks.
Learn to implement switches, switch containers, and states in Wwise by creating a material switch group, mapping values to containers, linking to a footstep event, and testing on different surfaces.
Use real-time parameter controls to drive a heartbeat from a player health parameter, linking volume to health so it grows louder as health drops, fading on death.
Create a player life state (alive vs dead) in Wwise, fade the heartbeat over five seconds, and trigger it with a level-start event via real-time parameter control.
Explore attenuation and positioning in Wwise, create attenuation sets for 3D sounds, loop a teleporter audio, and use cone attenuation to mimic openings and directional hearing.
Learn to place sounds in a 3-D game world or stereo field using Wwise positioning, with automation, paths, and randomization to create realistic shotgun shells and footsteps.
Learn to organize audio with actor mixers and child items, route sounds through the master audio bus and environmental bus, and use sends for ducking and effects.
Learn to assign music and environmental buses, implement auto ducking for dialogue, and apply reverb and delay effects, including game defined ogg buses for routing.
Explore schematic view to trace sound routing from effects to master and secondary buses, aiding troubleshooting. Inspect music, environmental sounds, and voice weights, adjust selections and volumes directly in place.
Explore sound caster to troubleshoot mixing and test event interactions in a player session, create weapon-specific sessions, and audition switches, states, and effects quickly.
Explore the mixing desk in wise, routing audio through master, sound effects, and environment buses, with states, editing, and capture for profiling.
Create and assign sound banks per level to manage resources, use conversion settings to reduce data size, and choose loading versus streaming for efficient audio playback.
Learn how to optimize game audio performance by reducing processor load through voice thresholds, max voice instances, and limiting sound instances within groups such as weapons.
Learn how music file naming conventions communicate tempo, transitions, and structure for gameplay. Plan pre-entries, downbeats, and seamless transitions, choosing between stems or sections to support dynamic game audio.
Learn to create and manage a music work unit in the interactive music layout, import music segments, and configure entry, exit, fades, tempo, and pre entries to sync phrases.
Create and configure a music playlist container in Wwise, set tempo and time signatures, override parent for exceptions, then explore grouping, sequencing, continuous and random playback with weights.
Create a music event to trigger the playback of a playlist, add it to a music sound bank, and wire it into the level to enable playback in build.
Explore editing stems in music segments by importing files into a music segment, creating a looping combat playlist, and using splits, fades, and high-pass automation for variation.
Discover how to mix game music in Wwise by turning arpeggio parts into random and sequence steps, adding subtracts, and forcing single parts for clarity and variation.
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.