Wwise Fundamentals

Table of Contents

Module 2: Using a single WAV file for multiple applications

In this module, you’ll learn to use different parts of a WAV file for different purposes. You'll also learn how to fine-tune those parts.

You'll start with a project that already includes a Gem_Recharge Sound SFX object, which references a Gem_Recharge.wav file. The Gem_Recharge sound was designed to accompany two actions that occur just after the Wwizard in the game Cube fires the ice gem:

  • First, he quickly moves his staff to the right, to which you'll add a woosh sound.

  • Second, off screen, a newly charged ice gem is magically placed into his staff, to which you'll add a crystalline chime sound.

These two sounds are provided one after the other in a single WAV file. Having more than one sound in a one file is not uncommon, but it has the following drawbacks you'll learn to overcome:

  • The timing of animation sequences often changes during a game's development, which might affect the amount of time required between the sounds.

  • The silent space between the sounds can require more memory when loaded into a game.

  • You're limited in how you can manipulate the two distinct sounds in Wwise.

By completing this module, you'll gain the following skills:

  • Connecting Wwise to a game

  • Using a single WAV file to produce multiple sounds

  • Trimming the start and end times of a WAV file

  • Adjusting the fade-in and fade-out durations of a WAV file

  • Fine-tuning sounds so they better suit an animation

  • Associating multiple sounds with a single action in game and adjusting the timing of each sound

Before starting this module, make sure you have completed the following:

Approximate Duration:

  • 20 minutes


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