Wwise & Unity Short Tutorial - Auto-Ducking vs. Sidechaining | WiDHiD

Welcome to the second episode of 'What I Did, How It's Done' Short where you'll learn short and quick concepts for Wwise or FMOD, and integrate your work into Unity or Unreal Engine. This episode will teach you about auto-ducking and sidechaining and which situations might use either system!

Have any questions? Compose a comment below or send a tweet to my Twitter.

WiDHiD Game Audio Episode 1: https://youtu.be/ShMvpJ4eS-0

Reference Google Doc: https://docs.google.com/document/d/16uSfyzv4WN9BDPFztwjGZKB8omgF9qMlemPvDOBHCyY/edit?usp=sharing

Twitter: https://twitter.com/CharaComposer

0:00 Introduction
1:18 Wwise - Auto-Ducking
4:57 Wwise - Sidechaining
8:36 Unity

#gameaudio #wwise #unity #indiedev #gamedev

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Batch Game Audio Asset Export with Reaper and Wwise

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Creating multiple soundbanks from a CSV file using Wwise Authoring API(WAAPI)

05:00

MaxMsp/Wwise - Different types of randomness

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05:54

Batch Game Audio Asset Export with Reaper and Wwise

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01:14

Creating multiple soundbanks from a CSV file using Wwise Authoring API(WAAPI)

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