Implementing audio in-engine, be it Unity, Unreal or a proprietary engine, provides it's own challenges,
and usually consists of implementing known solutions to solved problems.
To facilitate this, companies like Firelight and Audiokinetic have created specialized software called 'Middleware'.
These provide the designer with a powerful interface for creation and experimentation.
In short:
We'll introduce the two industry standard Middleware packages: FMOD and Wwise.
In tandem, we'll take a look at how a game development pipeline is structured,
and how all these concepts fit together.
Course contents:
Game Pipeline Theory
- Define a Production pipeline in broad terms
- Situate the GameEngine in the production pipeline
- Situate where the DAW and Middleware fit in
- How these tools interface with each other
- Utilizing correct terminology
- Contextualizing what a Middleware is, and is not,
- what tasks are best left to the DAW and where a Middleware conceptually differs.
Usage and workflow of FMOD
- FMOD Studio Concepts
- Organizing the Project
- Authoring Events
- Working with Instruments
- Managing Assets
- Parameters
- Mixing
- The Sandbox
- Editing During Live Update
- Profiling
Competency in Wwise's overall workflow, and features
- Layout
- Events and Soundbanks
- Importing and editing sound assets
- Specific SFXObjects, such as Random and Sequence Containers
- Reacting to the game Dynamics using Game Syncs
- Reacting through Attenuation and Orientation
- Managing object's properties in groups using Share Sets
- Routing and Signal flow
- Mixing
- Optimization
Learning materials:
- FMOD Studio Documentation
- Wwise 101
Evaluation and assignments:
We evaluate competence in
- Hooking into an application using events, and applying attenuation to spatialized sound sources
- Utilizing Game Parameters to dynamically alter the soundscape based on the current game state
- Design and execute upon a dynamic evolving soundscape built entirely in the Middleware package
- The final assignment combines all gained knowledge to implement audio elements in an existing.
Learning goals and outcomes:
Graduates of this course are able to explore a game project where FMOD or Wwise has been integrated
and implement a complete reactive soundscape, including dynamic ambiences,
context dependent interaction sounds, music and mixing.
Tools:
Cockos Reaper, FMOD Studio, Wwise
Teacher(s):
This course is taught by our resident audio implementation wizard Dries Vienne
Contact: dries.vienne@howest.be