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0 votes
Hi there,

I have just started with Wwise and I am currently taking the lessons provided on the website. As I have read so far, you can add a sound only when the game developer has created a game call unless you  "add" the sound to an exisitng game call. My question is, where can I see the available/created game calls? Do I need Unity for that? Or via Profiler and Capture log only?

For instance, I would like to add ambiences and I do not know if there are game calls for that. ( I am practicing with Cube)

I hope you can understand what I am trying to say

Many Thanks

M
in General Discussion by Myrto C. (100 points)

1 Answer

+1 vote
Hey Myrto

I haven't done the Cube project myself, but as far as I can tell from the documentation, you should have access to a ready-made Wwise project which already contains the correct events corresponding to the calls in the Cube code. The project should be located at "/Cube Demo/WwiseProject", and you should then be able to find the events called by the game code in the "Events" pane in Wwise.

Hope this helps
Tobias
by Tobias D. Nielsen (2.5k points)
Hey Tobias,
thanks so much for your answer.I was referring to the games I will be receiving by game developers.How do I find the game calls they have created? Do they make an excel document with a list? What do I receive from them?

Thanks
Myrto
Hey Myrto

Anytime :-)

This will depend on the developer and the specific game, but quite often it will probably be you asking a programmer for specific calls to be put into the game code, not the other way around. Generally speaking, it's better to have created the events in Wwise beforehand, perhaps with some placeholder audio, before they are put into game code - so the programmer can make sure that the calls are working correctly when they write them in.

You might also consider learning the basics of how to script in the relevant game engine, so you can create the calls you need yourself. It's easier than it sounds.

If you are working with a well-organized team, you may receive a relatively complete list of sounds needed for the game when you start work, but it varies. And even if you do, you may still have to figure out which specific calls you will need and how to name your events. And invariably, you will discover that you want some additional calls or game parameters that no-one else thought to include.

I often use spreadsheets/Excel when communicating this stuff with programmers, so it's definitely a good option - but again, in my experience the sound designer is the one writing them.

Kind Regards
Tobias
Hey Tobias,
I true appreciate your answer. Thank you so much for helping me with this!!
Best,
Myrto
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