Table of Contents
Wwise 2018.1.6 Revision 3344
Copyright © 2019 Audiokinetic Inc. All rights reserved.
This document (whether in written, graphic or video form) is supplied as a guide for the Wwise® product. This documentation is the property of Audiokinetic Inc. (“Audiokinetic”), and protected by Canadian copyright law and in other jurisdictions by virtue of international copyright treaties.
This documentation may be duplicated, reproduced, stored or transmitted, exclusively for your internal, non-commercial purposes, but you may not alter the content of any portion of the documentation. Any copy of the documentation shall retain all copyright and other proprietary notices contained therein.
The content of the Wwise Fundamentals documentation is furnished for information purposes only, and its content is subject to change without notice. Reasonable care has been taken in preparing the information contained in this document, however, we disclaim all representations, warranties and conditions, whether express, implied or arising out of usage of trade or course of dealing, concerning the Wwise Fundamentals documentation and assume no responsibility or liability for any losses or damages of any kind arising out of the use of this guide or of any error or inaccuracy it may contain, even if we have been advised of the possibility of such loss or damage.
Wwise®, Audiokinetic®, Actor-Mixer®, SoundFrame® and SoundSeed® are registered trademarks, and Master-Mixer™, SoundCaster™ and Randomizer™ are trademarks, of Audiokinetic. Other trademarks, trade names or company names referenced herein may be the property of their respective owners.
Table of Contents
- 1. Introducing Wwise
- 2. Integrating Audio in your Game
- 3. The Project Hierarchy
- 4. Understanding Events
- 5. What are Game Objects?
- 6. What are Game Syncs?
- 7. Creating Simulations
- 8. Profiling and Troubleshooting
- 9. Understanding SoundBanks
- 10. The Wwise Sound Engine
- 11. Listeners
- 12. Division of Tasks Between Designer and Programmer
- 13. Conclusion