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Modifying the Sound Design

The following sections describe how you can fine-tune the audio in real time and then integrate these changes into the game.

Fine-Tuning your Audio in Real Time in Game

After connecting to the Cube game, you can fine-tune your audio by modifying the properties for each sound in real time as the game is being played.

[Note]Note

Refer to Connecting to a Local/Remote Game System in the Wwise Help to learn how to connect the Wwise Authoring application to the game.

To modify sound properties in real-time (after connecting Wwise to the game):

  1. In Cube, fire the shotgun to listen to its current sound.

  2. In Wwise, select the Shotgun sound object to load it into the Property Editor and Transport Control.

    The Shotgun sound object is located under the Weapons actor-mixer in the Main folder.

  3. Modify the volume and pitch properties of the shotgun sound.

  4. Click Play to listen to the new sound.

  5. Go back to Cube and fire the shotgun again.

    You will notice that the new sound is automatically played in the game.

  6. Experiment with other sounds in your game to see how quickly and easily you can fine-tune your game audio.

Integrating Changes into the Game

Although you can hear the changes you make while connected to the game, these changes are only temporary. To integrate these changes into your game, you must regenerate and replace the existing SoundBanks. After the SoundBanks have been replaced, the new sounds will be integrated into the Cube game.

[Note]Note

Make sure to close Cube before generating the new SoundBanks. When the game is running, one or more of the SoundBanks might be locked by the game preventing you from properly overwriting the SoundBank on the disk.

To generate new SoundBanks for Cube:

  1. Switch to the SoundBank layout by doing one of the following:

    • From the menu bar, click Layouts > SoundBank.

    • Press F7.

      Notice that you have two SoundBanks for this project: DCP_the_core and Main.

  2. From the SoundBanks list, click Select All.

  3. From the Platforms list, select the Windows or Mac option depending on the operating system you work on.

  4. From the Languages list, select the English (US) option.

  5. From the menu bar, click Project > Project Settings.

    The Project Settings dialog box opens.

  6. Switch to the SoundBanks tab.

  7. In the Post-Generation Step group box, make sure that there is a command line for copying the streamed files in your project to the location where the SoundBanks are saved. By default, all projects have this command line as a post-generation step.

  8. Click OK to close the Project Settings dialog box.

  9. Click Generate Selected to begin generating the SoundBanks.

    The Generating SoundBanks dialog box opens where you can view the progress of the SoundBank generation process. When the SoundBanks have been generated, the SoundBanks Generation - Completed dialog box opens.

  10. Click Close.

    The new SoundBanks have been generated and integrated into the Cube game. The next time you play Cube, the new sounds will be part of the game.

Known Issues

Because this is just an example of how to integrate the Wwise sound engine into a game engine, the following issues were not resolved in this release.

Known SDL Migration Issues

  • Full-screen is not available.

  • Gamma command is disabled.

  • Cannot see server messages when running dedicated.

  • Mouse cursor 'escapes' from game when frame rate is low.

  • Mouse wheel weapon selection is broken.

Known Sound Issues

  • There are no footstep sounds for occluded characters.

  • Footsteps can be heard in the water.

  • There is no interactive music.


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