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Wwise Fundamentals

Table of Contents

Modules

Table of Contents

Module 1: From silence to sound
Launch Wwise and create a project
Explore Wwise
Import a sound and play it in Wwise
Create an Event
Create and populate a SoundBank
Generate SoundBanks
Module 2: Using a single WAV file for multiple applications
Copy a sound object
Use the Source Editor
Change object properties
Apply multiple actions to a single Event
Module 3: Creating sonic variety with few resources
Import audio file folders
Use controlled randomization
Randomize properties
Create a sequence
Use silence
Module 4: Using Switches
Create a Switch Group
Define options within a Switch Group
Create a Switch Container
Associate Switches with Switch Containers
Create an Event and simulate Switch transitions
Module 5: Using Game Parameters
Create a Game Parameter
Import a sound and loop it
Configure RTPC curves
Simulate Game Parameter changes
Module 6: Using States
Create a State Group
Create a State transition
Configure State modification values
Simulate State transitions
Create an Event to start the heartbeat
Module 7: Profiling Game Syncs
Rearrange views
Use the Voice Profiler
View Game Syncs in the Profiler
Module 8: Using 3D Spatialization
Create an attenuation ShareSet
Adjust attenuation curves
Add cone attenuation
Module 9: Using 3D Position Automation
Configure a sound for 3D spatialization
Create a path
Create more paths
Module 10: Using Speaker Panning
Pan a sound
Module 11: Organizing with Actor-Mixers
Group objects in Actor-Mixers
Color-code your objects
Module 12: Understanding the Master Audio Bus
Explore the Master Audio Bus
Adjust voice volumes
Module 13: Submixing with Additional Audio Busses
Create busses
Assign objects to busses
Use the Schematic View
Module 14: Working with Effects
Insert an Effect on a Sound SFX
Insert an Effect on a bus
Configure Auxiliary Sends
Module 15: Using Soundcaster
Create a Soundcaster Session
Add objects to a Soundcaster Session
Create another Soundcaster Session
Module 16: Configuring a Mixing Desk
Create a Mixing Desk
Add objects to the Mixing Desk
Configure ducking
Create an additional Mixing Desk
Work with States
Module 17: Using Control Surfaces
Configure a control surface
Map hardware controls to properties and commands
Module 18: Working with Multiple SoundBanks
Create a level-specific SoundBank
Add Events to SoundBanks
Generate SoundBanks
Module 19: Managing SoundBank size
Set a maximum size for SoundBanks
Convert audio
Audition converted audio
Exclude audio
Stream audio
Module 20: Optimizing your sound design
Monitor your game in real time
Optimize processing

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