Cube is a full open-source first person shooter game, with C++ source code and a Wwise project with accompanying documentation. Cube can help you better understand how to integrate the Wwise sound engine into your game. This game was chosen as an example for the simplicity of its gameplay and is used by the 101 and 201 certification courses.. It provides a functional game to experiment with Wwise, and easily iterate on the project’s content while fine-tuning your real-time mixing skills and profiling what’s happening under the game’s hood.
Wwise Audio Lab (WAL) is an open-source game-like 3D environment developed with Unreal Engine 4 running on Mac, Windows, Oculus, and HTC Vive. It showcases various spatial audio methods and technologies, such as geometry-informed dynamic early reflections, sound portals, oriented reverb, and more. Information nodes distributed in the maps help identify sound propagation phenomena, and in-game options allow for instant A-B comparison between various spatial audio approaches. Although the WAL is designed for experimenting with spatial audio features, the project is fully customizable for users interested in finding the perfect combination of tools and methods for their future projects.
The Sample Project is a Wwise project accompanied with documentation. Through typical sound design examples, it demonstrates fundamental Wwise features such as footstep structures, day/night cycling ambiences, interactive music, MIDI, virtual instruments, and more. We encourage you to take a look at this project to see how you can creatively use Wwise to manage your game audio, in a complete project.
The Wwise Project Adventure is comprised of a complete Wwise project along with a comprehensive handbook in PDF format by audio designer Damien Kastbauer. From basic authoring examples to more advanced topics such as performance optimizations and dynamic mixing, the handbook shows you how to implement interactive and dynamic audio for any game project using Wwise, covering the process from start to finish. The accompanying Wwise project allows you to take a hands-on approach to investigating the techniques as you go through the various chapters.
The Limbo game and its corresponding Wwise project have been made available to the Wwise community to allow experimenting with interactive audio using Wwise along with an actual game. You will be able to monitor in real-time what happens under the hood in an actual game situation. You will also be able to modify the game sound design by changing audio behaviors, remixing, and replacing the original audio files. The Limbo game and its corresponding project is meant for users who are already familiar with Wwise. If you are unfamiliar with Wwise, we recommend that you start with the 101 certification course to learn about Wwise basics and best practices before you step into the Limbo project.
The Wwise Authoring API Samples Pack provides you with various samples structured around tasks that help you learn WAAPI essentials. You will be able to create comprehensive integrations of Wwise into any engine, tool, or application, and you will be able to do so with any Internet-capable language, operating system, or environment.
The Wwise SDK contains several samples with source code. Sample Effect and Source Plug-ins, Integration Demo, Sound Engine Sample DLL, Default Low-Level I/O and File Packager Implementation, SoundFrame Samples, and Source Control Plug-ins.
The Wwise Game Simulator is a LUA interpreter with Wwise SDK bindings. This application allows you to use the simple scripting language Lua to reproduce exactly how sounds behave in your game. The Game Simulator can access most functionalities of the sound engine, allowing you to validate sound behaviors and profile the performance of Wwise on each platform before the integration of Wwise into your game's sound engine.
The Wwise Adventure Game (WAG) is a third-person action-adventure game developed with Unity and running on Windows, Mac, iOS, and Android. This is a full game with quests, items to retrieve, enemies to overcome, and a final combat to defeat the plague scourging Allegro Kingdom.
WAG is open-source and comes with its complete Wwise and Unity projects. As such, it’s a great playground to learn and experiment with the Wwise integration for Unity.
Wwise Certification learning material include step-by-step instructions and learning tasks. You’ll be able to learn and try out all core Wwise features by following the Wwise-101 certification program. The Wwise-201 certification program will guide you through using Wwise for interactive music.
The SoundSeed Impact Sample Project provides practical examples on how the SoundSeed Impact plug-in can be used to create effective sound effect variations for impact sound types. This project showcases various examples of synthesis all aiming at reducing the runtime memory footprint while increasing sound variability.
The Interactive Music Sample Project features an interactive song built around the interactive music feature set. The song is split up in segments that are assigned to States with transitions. You will be able to change States and listen to the transitions as you quickly learn how Wwise can be used for interactive music. For more details, Audiokinetic’s Louis-Xavier Buffoni explains how he developed this interactive music sample project using Wwise in his article Dynamic Music Creation Using Wwise, and illustrates examples in a second article, Making Music Interactive : Elaboration of the Feature Set in Wwise.
Jsfxr is a sound effect generator, which uses presets to generate randomized sounds. By using WAAPI, this version of jsfxr allows generated sounds to be imported to the Wwise directory without the need to manually save files on the hard disk.
The WAAPI Text-to-Speech sample demonstrates how to generate WAV files using the Windows built-in text-to-speech engine, and how to import them to Wwise directly by extending Wwise with an external editor.
The WAAPI Import by Name sample demonstrates how to automate importation of WAV files and the creation of Wwise structures from filenames using a filename convention.