
Master Game Audio with Wwise And Unreal Engine 5
Eduardo Pesole
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£1200.00
(including tax)Introduction to Game Audio
- Presentation - Session 1
- Introduction to the course
- Getting to know each other
- Understanding the differences between linear and non- linear sound design
- Game audio history overview
- How to set up UE5 and Wwise
- GAD document overview
Organising Wwise project
- Presentation - Session 2
- Work units and hierarchy structure
- Containers and their uses
- ICreate an event on Wwise and soundcaster sessions
- integrate Wwise into an UE5 project
Sound from the game
- Presentation - Session 3
- Events actions
- Source editor functions
- Soundbanks
- Add an event to unreal and play a sound from the game
- UE5 listener
- Profiling with Wwise
Game syncs 1
- Session 4 - Presentation
- Switches and States on Wwise
- Switch, blend and sequence containers
- Set an RTPC
- Soundcaster with switch events
- Profiling session with game syncs
Game syncs 2 + Feedback session 1
- 1h Feedback on students WIP
- Trying switches using different surfaces
- Set States
Starting with spatialization
- 3D positioning
- Attenuation settings
- 3D spatialization and automations
- Applications in UE5
Audio signal routing
- Master mixer hierarchy and AUX busses
- Actor mixers and their functions
- Sends and automations
- Effects
Ambisonics and env sound
- IEM plugin suite overview
- Importing AMBIX into Wwise
- Building dynamic env sound in Wwise with blend containers and RTPC
Spatialization in UE
- Ambient sound blueprint and radial circle
- Portals, Spatial Audio Volumes, Reverb Volumes
Music overview + Feedback session 2
- 1h feedback on students WIP
- Understanding interactive music workflow
- Overview of interactive music system in Wwise
Elements of mixing
- Prioritising sounds categories
- Importance of dynamic mix to optimise projects
- Ducking
Projects review
- Showcase and feedback session on students projects
Session 13 - Recording
- Workshop Recording
Session 14 - Review