Wwise Workshop – Fundamental Concepts and Audio Feature Example

We are happy to have DMSA Alumni back for a session on sound design for video games. For his final degree piece, Andrew developped Symbiosis, an open-world music game which places the player in an environment that responds to their interactions with music.

Since his graduation, Andrew has been working with game audio for 4 years, and currently works for The Creative Assembly, one of the UK’s largest games studios, based in Horsham. He has worked on audio implementation and audio testing for the BAFTA-winning audio team behind Alien: Isolation (2014), Total War: Warhammer (2016, 2017) and Halo Wars 2 (2017).

www.andrewhair.co.uk
Twitter: @AndyHairAudio

About the workshop

In this session, Andrew will introduce students to the Wwise sound engine, a common audio design tool used in the games industry. Students will be guided through the process of integrating Wwise into a game project, using Unity. We will then move on to add the sounds of a lake or sea shore as an example audio feature, giving students an understanding of the kind of problems and solutions that arise in game audio development. Through this tutorial, students will be given a grounding in fundamental game audio concepts, such as sound positioning and attenuation, soundobjects, listeners, and game-to-audio parameter sync. Students are encouraged to bring their own recordings of lake/seashore water (approx. 1 minute of recording), though preprepared recordings will also be available.

https://www.audiokinetic.com/discover/wwise-in-games/

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