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The audio programmer is responsible for:
Integrating the Wwise sound engine into the game engine.
Integrating audio Events using code.
Registering game objects that emit the sounds in your game.
Calling AK::SoundEngine::PostEvent() methods to trigger Events that contain one or several audio actions.
Manage the loading and unloading of SoundBanks as specified by the Sound Designer or by the game using the SoundBanks definition file and File Packager Utility.
Setting the positions of 3D game objects in relation to the listener's coordinate system.
Triggering State and Switch changes and updating real time parameter controls.
Setting the percentage of each environmental effect that is applied to the sounds in your game.
Calculating obstruction and occlusion values for each game object in relation to the listener.
Managing memory resources, including loading and unloading of SoundBanks, handling streaming, registering of plug-ins, and so on.
Writing source and effect plug-ins. The sound engine's plug-in architecture allows game developers to expand Wwise's functionality to meet their specific game requirements.
Integrating the Wwise Authoring API into your development tools.
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