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Lessons

20 lessons, 20 quizzes, 1 exam
Wwise 2024.1

Our 20 lessons cover all you need to get your Wwise-101 certification. We're also providing you with 20 quizzes to test your knowledge prior to taking the exam. Although these quizzes are optional, we highly recommend that you complete them so that you are well prepared.

1

Complete all the quizzes before you take the exam; 50% of the exam questions come from the quizzes!

2

Make sure you go through all the lessons. The videos and quizzes alone do not cover all you need to pass the exam.

3

To pass the exam, you will need a 90% or above mark.

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Get your system ready for this certification! Follow the guidelines to install Wwise, and any other tools, assets and files you’ll be using throughout this course.

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Module 1: From silence to sound

Starting from a completely new Wwise project, you’ll place your first sound into the Cube demo game. Along the way, you’ll learn about the Wwise user-interface and the core concepts used to implement sound into any video game.

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Module 2: Using a single WAV file for multiple applications

Game audio implementers prove their worth by creating a lot of sonic variety using the least amount of audio assets. Discover how to randomize, granularize and re-cycle sounds to get the most sound from the fewest resources.

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Module 3: Creating sonic variety with few resources

Game syncs, such as States, Switches, and Game Parameters, communicate changing conditions in the game. Learn how to use this information to modify which sounds play and or how they’re heard.

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Module 4: Using Switches

Volume, pan, and filters can be used to paint a sonic image that matches the visual picture. Learn how Wwise’s 2D panning and 3D spatialization features can be tailored towards the perfect mix.

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Module 5: Using Game Parameters

Games can have thousands of sounds that all need to find their way to the speaker. Learn how to organize, manage and modify your game’s audio signal flow using busses, auxiliary sends and effects.

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Module 6: Using States

Learn to use Soundcaster to simulate gameplay and hear how your mix sounds, even when a playable version of a game isn’t available. Then, use the Wwise Mixing Desk or even an external control surface to audibly balance the sounds, and place the finishing touches on your game’s mix.

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Module 7: Profiling Game Syncs

It doesn’t matter how good your game sounds, if it uses too many resources at runtime, your implementation is unusable. Discover specific Wwise features for managing and monitoring memory and processor use.

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Module 8: Using 3D Spatialization

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Module 9: Using 3D Position Automation

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Module 10: Using Speaker Panning

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Module 11: Organizing with Actor-Mixers

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Module 12: Understanding the Master Audio Bus

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Module 13: Submixing with Additional Audio Busses

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Module 14: Working with Effects

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Module 15: Using Soundcaster

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Module 16: Configuring a Mixing Desk

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Module 17: Using Control Surfaces

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Module 18: Working with Multiple SoundBanks

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Module 19: Managing SoundBank size

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Module 20: Optimizing your sound design

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