Miniblog #7: Wwise – Careful with that Occlusion

Occlusion (the simulation of an audio source’s path to the listener) is switched on by default in Wwise. Occlusion is super great, the results you can get from it are amazing and quite essential for maintaining realism and [that word of words] immersion. But it’s not simple. Lots of games get it wrong. This is not […]

Miniblog #5: Wwise – Is That Parameter Event Triggering?

This one is very basic, but this simple trick saved my bacon the other day: I had a Wwise event that Set a Parameter Value and I couldn’t tell if it was working. So I tacked a Play Event with a very audible sound onto it. Once I triggered the event in-engine and heard my […]

Miniblog #2: Wwise – Simple Footstep Implementation

  In the planning stage of a project I like to assign more importance to the sounds that occur most frequently. If you are making a first person or close perspective third person game then footsteps can rank highly on this list. However, this is likely dependant on the game you are making. Footsteps and foley can make […]

Miniblog #1: Wwise – Looping a track using the Interactive Music Hierarchy

As this is the first post in a series, a quick mission statement. Brief descriptions of singular techniques and concepts that I use for either implementation or asset creation. Someone who I respect (@Vanaman) said that externalising your process is a great way to consolidate things that you have learned on a project. That struck a chord with […]