Wwise Fundamentals

Table of Contents

Import a sound and play it in Wwise

It’s time to bring in some sound. You’ll start by importing the ice gem blast sound you want to hear each time an ice gem is launched from the Wwizard's staff. Then you'll learn how to play a sound in Wwise.

  1. From the menu bar, click Project > Import Audio Files (Shift+I).

  2. In the dialog that opens, click Add Files.

  3. In the Explorer window that opens, navigate to Module 1\Audio files for Module 1, select the IceGem_Blast.wav file, and click Open.

    [Tip]

    In general, we recommend that you import your best quality audio into Wwise. If necessary, you can reduce the size of the files later. See Module 19: Managing SoundBank size for details.

    The Audio File Importer indicates which audio file you selected and that it will be imported as a Sound SFX object.

  4. In the Audio File Importer, click Import.

    The Audio File Importer closes and the IceGem_Blast Sound SFX object is created.

  5. In the Project Explorer, expand Actor-Mixer Hierarchy > Default Work Unit, and select the newly created IceGem_Blast Sound SFX object.

    Notice, it was given the same name as the WAV file you imported.

    [Note]

    There are several different types of object you can create in Wwise. In this module, you simply want to play an audio file. This is accomplished using a Sound SFX object. Keep in mind, a Sound SFX object doesn't directly represent an audio file. Instead, it represents a channel the audio file can play through.

    In the primary editor to the right, you can see the waveform of the file you just imported.

    The IceGem_Blast Sound SFX object is also selected in the Transport Control in the lower-left corner of Wwise. This is where you can play sounds.

    [Note]

    The blue color of "IceGem_Blast" indicates that an audio source, in this case a WAV file, is associated with the Sound SFX object and that the audio file is currently referenced in its original imported format. Black object names (or white depending on the theme selected) indicate that the audio source has undergone a conversion, which you can learn about in Module 19: Managing SoundBank size. Red indicates that there is no source file associated with the Sound SFX and you need to create one.

  6. In the Transport Control, click the Play button (spacebar).

    You hear the IceGem_Blast sound as it’s going to be played in the game.

    You’ll also notice there’s a meter in the toolbar as well as a meter view on the right side of the layout showing you the level of playback.

Now you're ready to add the sound to the game.


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