Lesson 9

Table of Contents

Certification Rundown

Let's sum up a few learning objectives from each lesson:

  • Lesson 0: By reading the introductory lesson, you chose to familiarize yourself with the Unity Editor and get an understanding of Unity terms and tools. You also refreshed your knowledge of connecting Wwise to a game, and installed all the necessary programs before engaging the lessons.

  • Lesson 1: You were introduced to loading the necessary assets into memory using SoundBanks, and by posting a sound from an AkEvent, you learned the fundamentals of quickly integrating sound into a game. Next, you learned how to post a sound when entering a Trigger and even how to narrow the Trigger's detection to only a single game object.

  • Lesson 2: By the use of the AkAmbient script, you learned how to utilize additional audio integration features, like Position Modes or Attenuation Spheres. You also used a custom Event Position Confiner script to create a special positioning behavior.

  • Lesson 3: Based on your previous knowledge of loading SoundBanks, you were introduced to advanced methods of loading SoundBanks with the use of Triggers and Unity Scenes. Next, you optimized the SoundBank decoding process by configuring Decode on Load.

  • Lesson 4: You took your first steps towards making scripts by posting Events using Wwise-Types. Then you learned to post Events from specific points in animations. In addition, you utilized the AkMicrophone script, allowing you to execute features in the game with a microphone input.

  • Lesson 5: You extended your usage of Wwise-Types, by setting States, Switches, and Game Parameters from both components and custom scripts, and then you learned about the differences between Game Object scope and Global scope.

  • Lesson 6: You learned how to apply Effects to an area of sounds in a scene, and even how to handle intersecting Aux Environments. You also learned how Aux Environments function by the use of Rigidbodies and AkGameObj's.

  • Lesson 7: As an extension to posting Events, you learned how to set up callbacks to certain Events, both with the use of components and Wwise-Types, resulting in the environment being influenced by the rhythm of the music.

  • Lesson 8: With the knowledge of callbacks, you learned how to set up a two-part music system like in the Wwise Adventure Game. Then you set up State areas using Triggers and further diversified the music by using custom Game Parameters.

  • Lesson 9: You created your own Unity project, integrated the Wwise Unity Integration and fine-tuned it to your needs by changing the AkAudioListener position and Memory Pool settings.

If you have not yet been part of a game production developed using Unity, you should definitely use the techniques you learned from this certification and try it out in another project. Ally yourself with a few other game developers, preferably those with experience in other areas of game development, such as modelers, animators, game designers, and programmers. When it comes to game development, the more you throw yourself into unfamiliar situations, the more you will learn. You can also attend game jams or other game developer meetups, which is a good way to meet other enthusiasts while learning more about game development.


A game jam is a gathering of game developer enthusiasts with the purpose of making games. The attendees often have a great variety of skills, so game jams are akin to small, quick game productions, and may even result in one.