![]() Let's see what other nifty things Wwise can do. This alleviates extra work that the game developer needs to do with the sound and helps with the game build workflow. So you can use a tool like Wwise to program in how these sounds work in the game, and then pass this onto the developer. Why this is so beneficial is that as a sound designer, you will have a better understanding of how you want the sounds to work in the game. These events are all created within Wwise. For example, maybe you want a specific win sound to play whenever a treasure is found, or maybe as you move into a space like a room, you want the fan noise to play as you walk under it. You'll then create events for these sounds so that the game knows how these sounds will react in the game. How it works with Wwise is that you'll import audio assets for your game into Wwise. Let's look a little closer at Wwise and clear up the mystery around audio middleware and how it's used. This could encompass music, sound design, voice and just plain ol middleware Ask about about Unity and Unreal game engines, FMOD, WWISE, Max and more. But once you get familiar where all these locations are, you'll realize how powerful Wwise is. Game Audio For those interested in the craft of making sound / audio for games. ![]() At first glance, the interface looks quite daunting as there are many menus, submenus, and folder structures. What I like about Wwise is that it's a feature-rich audio middleware solution. You may be wondering what is middleware? In its most basic explanation, audio middleware is a tool that manages your audio assets that will be used in a game and integrates them with the game build. The one I particularly like is Audiokinetic's Wwise. If game audio is where you want to be, you'll need to look at one of the audio middleware solutions that are available. ![]()
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