
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.
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 the mixing desk in wise, routing audio through master, sound effects, and environment buses, with states, editing, and capture for profiling.
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.
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.