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Mon Nov 09 2020 |

Curious what Wwise can do for your game audio? Check out these examples:

By Asbjoern Andersen
Wwise for game audio
Want to know what game audio middleware platform Wwise is capable of? In this video, Tzvi Sherman demonstrates many of Wwise's powerful tools for implementing your sounds into a game engine:

Whatโ€™s in the video:

For this example of whatโ€™s possible in Wwise, Unityโ€™s 3DGameKit asset package is used to show some of Wwiseโ€™s integration scripts, like AkAmbient and AkRoomPortals, as well as functions you can use within Wwise itself without needing to touch code. Covering basics like Random, Blend, and Sequence Containers as well as game parameters like Switches, States, and Real-Time Parameter Controls (RTPCs), this video shows an overview of how, as the sound designer, you can take control of implementation and further your creative realization by creating an immersive, in-game world through Attenuation Sharesets and complex 3D Positioning.

Topics & playing times:

0:00 Introduction โ€ข 0:10 Auxiliary Sends โ€ข 0:20 States โ€ข 0:48 AkAmbient Large Mode โ€ข 1:02 AkRoomPortal โ€ข 1:12 Random Containers โ€ข 1:40 3D Positioning Paths โ€ข 2:05 Benefits of Field Recording โ€ข 2:20 Switches โ€ข 2:30 Sequence Containers โ€ข 2:48 Play Events โ€ข 3:53 Soundcaster โ€ข 4:56 Cone Attenuation โ€ข 5:12 Blend Containers โ€ข 5:32 Attenuation Sharesets โ€ข 6:39 Real-Time Parameter Control (RTPC) โ€ข 7:23 Summary


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