Bringing the Wwise Community Together Online

커뮤니티와 이벤트 / 게임 오디오

There is a lot happening here at Audiokinetic and, not just in development but, in the extended community of Authors wielding Wwise in their development pipelines across the globe. There never seems to be a shortage of inspiring activity and incredible insights to be gained on the art of interactive audio. Which is why we started the Wwise Up On Air series of livestreams: To bring interesting perspectives from different corners of the industry and surface some of the cool things being created by, and for, the community. With that intention, the format that would become Wwise Up On Air was piloted with the help of my first special guest, and Audiokinetic Developer, Thalie Keklikian. Thalie has had experience as a streamer and made for a perfect co-conspirator as we began to formulate a strategy to deliver something interesting to the streaming platform. We discussed different approaches, dug-in to the tech, and planned for the first attempt. The initial stream in August 2019 turned out to be a ton of fun: we covered some news, kicked off the Community Spotlight section, and folks showed up and engaged with questions and moments of comedy ensued. While the episode fell-off the Twitch timeline before I was able to highlight it, expect more collaborations with Thalie in the future.

wwiseuponairblogimage1

With some initial learnings under our belt, and support during the podcast from the team at Audiokinetic, we were ready to schedule the September installment with someone local to the Audiokinetic Seattle office that I work out of. As a long-time Wwise user, freelance Sound Designer Andy Martin was a perfect fit for the improvisational interview-style format that was emerging! Having known Andy for years, and at one point having lent a hand on one of his previous project, I knew we could cover some interesting ground while hoping to bring something of value to the audience. With his background in AAA games, and more recently, VR and Location Based Entertainment, the idea was off-and-running and we quickly started brainstorming ideas. One idea was for Andy to take folks on a virtual “Sound Walk” through some of the most memorable environments recorded as part of his Northwest Soundscapes Project. Not only that, but he took us through the process of building a randomized bird-call system in Wwise that produced endless variations through the use of parameter-driven Switch, Blend, Sequence, and Random Containers.

 

wwiseuponairblogimage2

October saw the Wwise Tour landing in Seattle and, along with presentations from James Nixon on Crackdown 3 and Tencent on their newly integrated GME Voice Plugin, Kevin Bolen and Bill Rudolph from Skywalker Sound were delivered to the AK Seattle office for a livestream roundtable with Audiokinetic Head of Product Simon Ashby. What ensued was a conversation that ran-the-gamut from a high-level understanding of spatialization techniques to musings on the nature and direction of authoring spatial audio into the future. Catching them fresh before giving their presentation later that night on the sound behind War Remains, Ralph Breaks the Internet, and Vader Immortal allowed for a longer-form discussion, and engagement with folks who tuned in, allowing for a deep-dive into some of the decisions and thought going into the amazing work being done across the emerging platforms in XR. Their presentation at the Wwise Tour brought an incredible perspective into the rich legacy of sonic-storytelling at Skywalker Sound and showed a level of artistry across the titles they presented on that makes it a must watch in the archive.

In November I found myself onsite at the Audiokinetic Montreal office and eager to sit down with some folks during my time on the ground. First up was Audiokinetic Director of Wwise Experience Bernard Rodrigue who joined me on the first installment of the “Hands On” series of Wwise Up On Air. The Hands On segments allow us to take a feature of Wwise and expose it in a dynamic way that shows the accessibility and depth available in a casual walk-through-type overview. Bernard provided an overview of the first steps to getting started with the Wwise Authoring API (WAAPI), an interface used to communicate with the Wwise authoring application. One thing covered was the use of an available WAAPI script to enable the simple export of a .wav file from a web-based audio synthesis tool into Wwise. Additionally, we explored the automation of key-map assignments for a folder of imported .wav files meant for use by MIDI files in the music system. This episode also attempted to illustrated how easy it is to get started with WAAPI and ways it could be worked into your development pipeline. We even walked-through the process of connecting a keyboard controller and triggering samples using Control Surface Devices.

wwiseuponairblogimage3

The following week I was able to sit down with local Montreal Sound Designer Beatrix Moersch to discuss her career and leverage folks tuned-in to the stream towards presenting her with a sound design challenge. We started-off talking about her work in games, film, and VR as she unraveled a web of creative decisions that were empowered by a deep understanding of the technical consideration in-balance with creative vision. We followed-up that conversation with the first-ever Wwise Sound Design Challenge! After polling the audience for potential sounds, Beatrix jumped into the content provided by the Wwise Audio Lab and the various plug-ins at her disposal and proceeded to design footstep sounds for a giant mech. Watching (and listening) to her process, starting from scratch to create something out of nothing, building a multi-layered sound out of a combination of Blend & Random Containers, Events, and Game Parameters, with a healthy dose of Sound Seed Grain and Convolution, was an enlightening experience. Watching the deft-navigation of a foreign Wwise project towards the creation of a larger-than-life set of footsteps using only the tools available in Wwise was like unpacking the creative process in realtime. Samples were mangled, parameters were employed, and grains of sound were warped to the whim of Beatrix's sonic vision. The session ended with my acting-out the movement of the imaginary mech to a chorus of pitching solenoids and gigantic footstep impacts. 

December brought another episode of the “Hands On” series of Wwise Up On Air with Mads Marietty getting us on the road to development with the Unity-based Wwise Adventure Game (WAG). Mads led viewers through the process of opening WAG from the Wwise Launcher and then proceeded to peel-back the layers of the Unity Project while revealing some of the usability features implemented to make development easier. Things like accessibility within the game menu that allow for quest completion, undamaged states, and teleportation between certification chapters and in-game locations provide an easy way to navigate the depths of the game project. We also drew direct connections between functionality across the Unity and Wwise projects and uncovered a sandbox and possibility-space that put simple and advanced techniques for game audio well within reach. Focused on surfacing the Wwise Project Adventure, Wwise Adventure Game, and Wwise Certifications is just the tip-of-the-iceberg when it comes to accessing the wealth of information provided to gain a greater understanding about Wwise and how game audio is integrated. It was great discussing these resources and bringing some of the functionality provided by them.

We’ve fallen into a pattern on the Wwise Up livestream of focusing on news about Wwise from the different channels we manage including (to name a few) the: Blog, Certifications, Community Events, Powered by Wwise, and our YouTube channel. The livestream also tries to pull-together interesting, interactive audio related, things from around the internet, things like the insights, tutorials, and materials that Wwise Authors are surfacing across the web, and focus on them as part of the Wwise Community Spotlight. Everything from videos on the specifics of Wwise and Unity, experimental plugin suites available to download, and workflow optimizations and techniques that extend the functionality of Wwise in new and exciting ways. These passion and project-driven tips, tricks, and resources are at the foundation of the interactive audio community and I love learning about how people are extending their creativity with Wwise.

WwiseUpOnAir-1

Finally, I want to take a moment to say “Thank You” to all of the folks I’ve spoken with, both on the livestream and over the course of the last year, as I’ve gotten settled into my role at Audiokinetic. An important part of the road ahead are these conversations with Wwise Authors, gathering insight, perspective, and feedback around the ways that Wwise helps empower creative interactive audio choices. It’s my goal to serve as a bridge between folks channeling the power of interactive audio and Audiokientic as we build towards the future of authoring tools to help enable an accessible way to realize your audio visions.

Tune in January 30th at 2pm EST, for an exploration of the soundscapes in the game GRIS with special guest Rubén Rincón while we play-through and unfold the Wwise project to get a clearer understanding of how sound was designed and implemented. From the subtle beauty of well designed content to the reinforcement of gameplay through interactive music, the sound of GRIS is a study in dynamic sound executed with Wwise in January on Wwise Up On Air.

 

Subscribe

 

 

Damian Kastbauer

Software Product Manager

Audiokinetic

Damian Kastbauer

Software Product Manager

Audiokinetic

Atari 2600/ NES channeled through> C64 SID chip Blue Monday game child purple mountain majesty feasted on guitar noise during 90's shoegaze invasion culminating in two-tiered pedal board with never enough digits to turn all the knobs. Constant fascination with dark art of implementation leads to articles diving into unknown technical sound design as attempt to share discussions through game audio podcasts and now the two-volume book series Game Audio: Tales of a Technical Sound Designer. Community to the core, noise for life, respect the vibrations.

Lost Chocolate Lab

 @DamianKastbauer

댓글

댓글 달기

이메일 주소는 공개되지 않습니다.

다른 글

합성 만으로 빗소리 만들기

몇 년 전 저는 원하는 모든 사운드를 합성할 수 있을까 하는 궁금증이 생겼습니다. 바람, 새의 노랫소리, 곤충 소리 등 다양한 자연 소리를 합성하기 시작했죠. 이런 작업에서는...

3.9.2020 - 작성자: 알렉산더 킬코(ALEKSANDR KHILKO)

텔 미 와이(Tell Me Why) | 오디오 다이어리 제 3부: 사운드 디자인

텔 미 와이(Tell Me Why)의 오디오 팀에게는 독특하면서도 인상 깊은 서사적 시퀀스를 향상시킬 수 있는 기회가 많았습니다. 저희 시네마틱 및 크리에이티브 디렉터는 영상에 꼭...

19.7.2022 - 작성자: 매튜 피오렌티니 (Mathieu Fiorentini)

AudioLink로 떠나는 여행

지난 10월 게임사운드콘(GameSoundCon)에서 저는 호텔 근처 고급 샌드위치 가게에서 데미안(Damian)과 점심을 먹고 있었습니다. 예상하셨겠지만 저희는 오디오 기술에...

10.6.2024 - 작성자: 피터 "pdx" 드레셔 (Peter "pdx" Drescher)

에이지 오브 엠파이어 IV의 음악

안녕하세요, 저는 린 가디너(Lin Gardiner)라고 합니다. Relic Entertainment(렐릭 엔터테인먼트)의 수석 오디오 디자이너이자 에이지 오브 엠파이어...

22.1.2025 - 작성자: 린 가디너(Lin Gardiner)

Scars Above(스카스 어보브)의 오디오 최적화 모범 사례

소개 이 글에서는 게임 스카스 어보브(Scars Above)를 프로파일링하고 오디오를 최적화하는 데 적용한 다양한 원칙을 설명해드리려고 합니다. 사운드 디자이너분들에게 저희가 겪은...

12.3.2025 - 작성자: 밀란 앤틱(Milan Antić)

Wwise Meter 플러그인을 활용한 애니메이션 립싱크

소개 이번 글은 Jater (Ruohao) Xu가 쓴 3부작 기술 블로그 시리즈의 마지막 편으로, 역붕괴: 베이커리 작전에 대한 작업을 공유합니다. Wwise를 사용하여 게임...

2.7.2025 - 작성자: Ruohao (Jater) Xu (루오하오 (제이터) 쉬)

다른 글

합성 만으로 빗소리 만들기

몇 년 전 저는 원하는 모든 사운드를 합성할 수 있을까 하는 궁금증이 생겼습니다. 바람, 새의 노랫소리, 곤충 소리 등 다양한 자연 소리를 합성하기 시작했죠. 이런 작업에서는...

텔 미 와이(Tell Me Why) | 오디오 다이어리 제 3부: 사운드 디자인

텔 미 와이(Tell Me Why)의 오디오 팀에게는 독특하면서도 인상 깊은 서사적 시퀀스를 향상시킬 수 있는 기회가 많았습니다. 저희 시네마틱 및 크리에이티브 디렉터는 영상에 꼭...

AudioLink로 떠나는 여행

지난 10월 게임사운드콘(GameSoundCon)에서 저는 호텔 근처 고급 샌드위치 가게에서 데미안(Damian)과 점심을 먹고 있었습니다. 예상하셨겠지만 저희는 오디오 기술에...