During the week, I learnt how to change some parameters in the general setting of the property editor to make a completely different audio in Wwise by changing the same audio, which saves the system CPU and reduces the amount of memory used by the audio. Before getting into Wwise, I added sound effects to some game clips. For example, in some shooter games, the sound of a character changing ammunition is a coherent change of ammunition made up of two different audible audios. In a regular sound effects project, I would have had to use two various audios in Daw, which would not only have been cumbersome but would have increased the amount of memory I had to run. In Wwise, I can change the Pitch value of one of the audios to make one audio into two sounds without adding memory.
As last time, I started by importing an audio file. For all subsequent studies, I practiced with the sample game Cube, a shooter-adventure game given on Wwise’s website.

在导入完音频之后,我只需要进行复制黏贴就能创建一个不增加内存的相同音频。由于角色挥舞魔法棒后会有一颗新的Ice gem放入魔法棒中,这一个动作会有一个连贯的声音。被我复制的声音只需要修改它的音高就能当作视频中补充Ice gem的声音。
After that, I also learned about the randomization of audio; for example, if a character swings a magic wand when a crystal ball is fired and lands, there will be the sound of debris. It would be boring for the player to use the same sound repeatedly. So Wwise’s randomization allows for many different fragments of sounds to be played with various patterns. This increases the randomness of the game’s audio, which makes it a much richer listening experience for the player.