Beginning exploration of Wwise

I knew about this software two years ago and, at the time, I didn’t bother to find out about it. But at the start of this collaborative project, I decided to find out more about it.

Along with Fmod, Wwise is one of the most popular game audio middleware in the gaming industry; Wwise allows audio integration with major game engines such as Unity and Unreal Engine. It is also possible to design and edit within existing audio. In addition, Wwise can perform real-time audio detection and process audio sources in real-time. In addition, Wwise has many features, such as music interaction, mixing, and audio dynamics. I’m just starting to know the keys and some simple audio integration. I am following the tutorials on the website to learn Wwise step by step.

In the first lesson, I had to create an event, Wwise has a game call and an Event relationship, and at first, I found the logic of the two very difficult to understand. But as I made connections later, I slowly understood that a game call is a command given by the game engine, and an Event is a command created by the audio engine to receive that command. A lot of the theoretical knowledge in the software will only become more apparent after practice. First of all, I want to create an Event in Project Explorer.

In the next step, I need to import the audio into Wwise, and when we double-click to open the audio, the window below will open. From this window, I can make some basic adjustments to the audio, such as pitch, volume, and some filters. This interface is very similar to the audio modifications in the DAW. Still, it is much more convenient than in the DWA, as all the essential changes are already included in this interface.

After that, I will create an Action. An Action is a command that makes the game live with this command. We need an action once we have the events and the imported audio. In the Event viewer, we need to go and make the Action start “playing”. So the audio needs to be dragged into the Action. This will allow the audio to be heard directly from the Event.

At this stage, Wwise needs more time to digest.

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