Table of Contents

Conclusion

From its inception, Wwise has attempted to create a clear distinction between the roles of the sound designer and the programmer. Each group has its own core competencies, and should be able to focus on the tasks that push game audio to the next level, enhancing the overall gaming experience.

From this separation of tasks, came the five main components that make up the core of Wwise:

  • Audio objects

  • Events

  • Game Syncs

  • Game objects

  • Listeners

Each component falls under the responsibility of either the sound designer or the programmer, as shown in the following illustration.

There are two components that are integral to both Wwise and the game: Events and Game Syncs. These two components, which drive the audio in your game, create the necessary bridge between the audio assets in Wwise and the components managed in the game.

Wwise represents a paradigm shift in the way audio is developed and integrated in video games. It does require game designers and developers to approach their work in a new way, but it also allows them to work more efficiently and to focus on their areas of expertise.

Now that you have a basic understanding of Wwise's approach to game audio development, you are ready to jump in, and take full advantage of all Wwise has to offer.