Procedural Audio in Wwise: Waterfall - Part 1

I've recently been exploring the synthesis features in Wwise. It actually has pretty effective tools for procedural sound design! In Part 1, you'll learn how to create a simple synthesized waterfall sound in Wwise. We'll continue to expand on this sound in future parts of the tutorial, so stay tuned for the rest of the videos!

----------------

If you have any questions or just want to get in touch, leave a comment below. You can also reach out to me on my website and via Twitter!

Email: mikeathal@gmail.com
Website: http://www.mikethal.com/
Twitter: https://twitter.com/mikeathal

----------------

Software

-Wwise (http://audiokinetic.com/)
-Audacity (https://www.audacityteam.org/)

----------------

Sound Effects

-Waterfall Sound (https://www.youtube.com/watch?v=Qo3OM5sPUPM)

----------------

Music

-Infinite Azure First Round – By Akitaka Tohyama, Taku Inoue, Rio Hamamoto, Nobuyoshi Sano, Keiichi Okabe, and Go Shiina – Tekken 7: Official Soundtrack

----------------

Thumbnail Background (https://media.blendernation.com/wp-content/uploads/2014/07/Waterfallthumb1.jpg)

#GameAudio #ProceduralAudio #SoundDesign

3050 visionnements

Vidéos connexes

07:49

Unity & Wwise - Spawn sounds at Raycast impact

12:06

Unity and Wwise - Raycasting with Layermasks

40:33

Unreal music integration with wwise

Vidéos connexes

07:49

Unity & Wwise - Spawn sounds at Raycast impact

2294 visionnements
12:06

Unity and Wwise - Raycasting with Layermasks

6867 visionnements