Master Game Audio with Wwise And Unreal Engine 5

Master Game Audio with Wwise And Unreal Engine 5

Eduardo Pesole


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    £1200.00

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    • 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

    • Session 13 - Recording

    • Session 14 - Review