Gamebryo-Wwise Tutorials
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Gamebryo is a game engine developed by Emergent, and an integration package is available (in the Gamebryo forums) to easily use Wwise with Gamebryo. The following tutorials will help you get started with integrating Wwise into your Gamebryo project.
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Gamebryo Wwise Integration Tutorial #1 - The BasicsIMPORTANT: This tutorial is based on Gamebryo 2.x. While some of it may still apply to current versions of Gamebryo/LightSpeed and the Wwise integration, some changes might be needed. Refer to the current version's documentation for up-to-date information. IntroductionWelcome to this first Gamebryo Wwise Integration tutorial! As you may know, Wwise is a complete cross-platform audio solution created by Audiokinetic. Designed to make the lives of sound designers and developers easier, this audio pipeline solution is the perfect companion for Emergent's Gamebryo Game Engine. The Gamebryo Wwise Integration is a library that will help you get started with the integration of Wwise into your Gamebryo game. It contains full source code for the integration library so you can modify and enhance it as you get more familiar with Wwise and how you want to use it in your game. Sample Gamebryo applications such as SceneApp and MetalWars have been modified to integrate Wwise, and their sources are also part of the integration package so you have examples of how to use it. This series of tutorials will guide you through the process of integrating Wwise into your Gamebryo game using the Gamebryo Wwise Integration. Based on the SceneApp sample, this first tutorial covers the basics -- Setting up your project/makefile, initializing the sound engine, calling it every frame to render audio, and finally playing a simple 2D sound to make sure it all works fine. The other tutorials will cover things such as 3D positioning, environments, and so on.
Gamebryo Wwise Integration Tutorial #2 - Simple 3D Sounds using 3ds MaxIntroductionWelcome to the second Gamebryo Wwise Integration tutorial. Our first tutorial covered the basic integration of Wwise into your Gamebryo game. It was rather long, but now that the foundations are in place we can build on them and gradually make your game sound better. In this tutorial we will see how you can use the "WwiseMax" plug-in – a 3ds Max plug-in that lets you add Wwise-related metadata to a 3ds Max scene – to easily play 3D sounds in the game. Since our first tutorial was based on the SceneApp Gamebryo sample, we will continue in the same direction and add 3D sounds to objects in the MadLab sample scene. More precisely, we will add sound to the torches that are attached to the walls in a few places in that scene.
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