I've inherited the task of building out game audio with unreal/wwise

Technical topics. Middleware. Programming. Audio related game engine things.
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chhopsky 死神
Posts: 1
Joined: Fri Jul 14, 2023 8:39 pm

I've inherited the task of building out game audio with unreal/wwise

Post by chhopsky 死神 »

Hi all,

I was in bands and recorded and did live gig sound for years, as well as some music theatre, etc. Completely separately I ended up as a programmer in gamedev. Now these two things have COLLIDED as I've inherited a buildout out UE5+Wwise for level design tools, standard practices for our stuff, etc. We have someone whose problem it will be to actually make and do all the sounds, that's not me and that's fine, but I will have to sort out, say, what all our standard objects look like, providing tools for designers, making gyms, deciding how we do spatial, deciding what normal is.

So, people who've done this or other stuff similar - what do you know now that you wish you'd known when you started? I've been digging fairly deep on it the last few weeks, feel like I've got a good handle on emitters, listeners, portals, rooms, akcomponents, reflection, diffraction, etc .... but I don't know what I don't know.

What's hit you out of left field? Gonna keep updating this thread as I learn more stuff.
mattesque
Posts: 19
Joined: Fri Sep 02, 2022 2:31 am

Re: I've inherited the task of building out game audio with unreal/wwise

Post by mattesque »

I don't/haven't used Unreal or Wwise but in broad strokes, one of the things I always ask for (and thankfully get) is in game debug tools beyond what my middleware does. Those can be great but lists of things playing and visible id's of where what is being played are so helpful without having to flip tools. UE5 might have enough of that but I'd check on that.
Matthew Marteinsson
Sound Designer
Forum Owner/Operator
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