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Wwise Implementation Demo | Unreal Implementation Part 2
C++ Functions Big thanks to Jamie Carnell for putting up with my many questions about C++ and the Wwise API throughout this learning process. Audio Statics Library Get Surface Type By Line Trace To begin the process of converting my blueprints into C++ classes, I created a Blueprint Function Library to house all audio related…
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Wwise Implementation Demo | Unreal Implementation Part 1
Introduction This section of the devlog will go over the common audio systems used in game audio integration that I have created for this project (brace yourself, it’s a long one). I will be explaining and providing examples of both blueprints and C++ functions used to create this behaviour in-engine. The features I will be…
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Wwise Implementation Demo | Wwise Breakdown
Introduction A key objective of this project was to establish an industry quality Wwise project structure, utilizing consistent naming conventions, hierarchies and event behaviour construction. The official Audio Kinetic website provides ample information on the Wwise Authoring applications features and demonstrates example use cases for each view and layout. However, Audio Kinetic provides significantly less…
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Wwise Implementation Demo | Audio Design
Project Introduction This project aims to demonstrate the implementation of the Wwise spatial audio pipeline within a UE5.1 example environment. This demonstration will showcase how Wwise spatial audio features such as Rooms and Portals can be utilized to create adaptive ambiences and spatialize audio sources with diffraction and transmission. In addition, I will be demonstrating…