Middleware Advanced

In short:

Where Middleware Basics solidified the workflow for implementing dynamic audio features in video games,
Middleware Advanced expands upon that knowledge and applies it to practical applications,
with the nuances of multi-platform production and proper distribution of resources through optimization techniques.

Course contents and learning material:

 

Optimization in Wwise:
- Soundbank segregation and granularization
- Apply Conversion settings
- Applying Compression to Audio Assets
- Managing Voice counts and priorities
- Optimizing Dynamic or Baked Effects
- Identify and inspect the multitude of Memory pools Wwise employs
- Utilizing Wwise Linking and platform management to that effect.

Problem Specific Cases
- How to dress a scene properly
- Tackling non-point sources
- Implementing LOD's
- Routing game defined busses


Learning materials:

 

- Wwise 251


Evaluation and assignments:
 

We evaluate competence in
- Optimizing the students own project
- Implementing industry grade Ambience and optimize it for multiple platforms
- The final assignment requires creation and optimization of a full Gameplay soundscape

Learning goals and outcomes:
 

Graduates of this course are able to explore a game project where Wwise has been integrated
and decide and execute in the complete audio implementation.
Using both in-engine tooling and Middleware, a complete audio feature set can be implemented
respecting a CPU and Memory budget, in a platform-aware manner.

Tools:

 

Cockos Reaper, Wwise, Game-Engine

 

Teacher(s):

 

This course is taught by our resident audio implementation wizard Dries Vienne
Contact: dries.vienne@howest.be