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0 votes
Currently working on a VR unreal project that has a composer, sound designer and animation/unreal company. I am the audio engineer doing implementation using Wwise and Unreal.

I am competent with WWise and Unreal however, the biggest challenge is the method of receiving audio from the different composer and sound designer for me to get into WWise.

Essentially they are using multiple DAWs, some sessions in Logic, some in PT containing just VO work, all the region information and markers etc. We are talking ambient sounds, dialogue, music, SFX, transitions and interactive foley

Has anyone got any good advice on this part of the workflow for the handover of audio from other audio team members and then for it to be easily imported into WWise.

My question is how best to ask for the audio from sound designers / producers and composers. If I get stems they are not inclusive of regions and markers which are paramount to constructing the Wwise project. I have concerns over auto file naming. I also am concerned about repositioning audio scene transitions if I am just handed stems.

Has anyone got any good advice on this part of the workflow for handover of audio from other audio team members and then for it to be easily imported into WWise.

My question is how best to ask for the audio from sound designers/producers and composers. If I get stems they are not inclusive of regions and markers which are paramount to constructing the Wwise project. I have concerns over auto file naming. I also am concerned about repositioning audio scene transitions if I am just handed stems, regions that overlap for instance, how can i get that timing back. Sync problems to the current animation work is going to be a real problem!! This is a large project with 1000's of assets so the import and export process needs to be as slick as poss??

I'd be really interested to hear your methods for this sort of workflow issue.

Many thanks
closed with the note: r
in General Discussion by Rich H. (100 points)
closed by Rich H.
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