A Wwise Wwizard for Wwise Adventurers

音频编程 / 新版本 / 声音设计

Did you ever wish for a Wwise magical Wwizard to guide you through your adventure while you test out new ideas for your game?  Perhaps you’re a sound designer trying to figure out how to tackle footstep sounds, or how to blend between a night/day ambience that fits the day/night cycle of your game, or how to alter some of the sounds or music in your project. As a programmer or technical sound designer, you may want to learn more about how you can communicate with Wwise and how to post Events, set RTPCs, and more. And if you’re a new Wwise user, maybe you’re trying to get a feel for how Wwise works before you even start working on an actual project.

So, here it goes. Audiokinetic will be hiring its first virtual employee, a white-bearded magical Wwizard. Although he may come across as stern, he’s very patient and, quite frankly, never gets tired. He will be available 24/7, 365 days/year, as your adventure quest master.  

Screen Shot 2017-05-01 at 9.36.47 AM.png

Inspired by The Wwise Project Adventure handbook, The Wwise Project Adventure Game (WPAG) will be coming to life towards the end of this year. The handbook, authored by Damian Kastbauer (you can read his recent blog The Untold Tales of a Technical Sound Designer), has always been a great resource for the Wwise community. So, we decided to work with an incredibly talented duo, Wwise devotees from Denmark, who were passionate about breathing life into a real-world production example of it. Sound designers and programmers will be able to learn, get inspired, and even change elements of the Game or their Wwise Project on the fly.

Screen Shot 2017-04-28 at 9.18.36 AM.png

About WPAG

WPAG is a third-person action-adventure game about a young adventuress who who comes across a small town that has been corrupted by an evil essence. The adventuress, helped by the magical Wwizard, will go through a journey to defeat corruption and free the villagers. The game’s artistic direction represents a unique indie-style, and features all the usual clichés of adventure games, such as exploration, combat, and collecting quest items. The project is an open-source platform for experimentation, so you’ll not only be able to modify the Wwise project, but you’ll even be able to access the camera script or enemy AI, and take inspiration for you own projects.

Screen Shot 2017-04-28 at 9.17.03 AM.png

Screen Shot 2017-04-28 at 9.17.43 AM.png

 

About the duo dev team

Screen Shot 2017-04-28 at 9.16.39 AM.png

So who are these two Wwise enthusiasts behind this adventurous Wwise world?  Jacob Lynggaard Olsen (left) and Mads Maretty (right), are Danish best friends who love games; playing and developing them! Although by no means are they twins, they are both audio and music specialists, who happen to also be programmers. These guys are so passionate about games, they also enjoy developing game asset productions like 3D models and animation and, therefore, have an understanding of the entire game production pipeline. Mads and Jacob decided to take the same academic route, earning their Bachelors in Medialogy (media technology), and today, are working together on finalizing their master’s thesis in Sound and Music Computing at Aalborg University in Copenhagen. The WPAG represents their Master's project, and they are now looking for your participation!

 

Audiokinetic

Audiokinetic

Audiokinetic is the leading provider of cross-platform audio solutions for interactive media and gaming, and sets new standards in interactive audio production for location-based entertainment, automotive, consumer electronics, and training simulation. A trusted and strategic partner to the world’s largest interactive media developers and OEMs, Audiokinetic has a long-established ecosystem of allies within the audio industry and amongst platform manufacturers. The company’s middleware solutions include the award-winning Wwise, as well as Wwise Automotive and Strata. Audiokinetic, a Sony Group Company, is headquartered in Montréal, Canada, has subsidiaries in Tokyo, Japan, Shanghai, China, Hilversum, Netherlands, as well as Product Experts in the USA.

 @audiokinetic

评论

James Zoutis

March 08, 2018 at 01:36 pm

is this available? I see it in the Wwise launcher but, there's nothing to install.

留下回复

您的电子邮件地址将不会被公布。


更多文章

《Yonder: The Cloud Catcher Chronicles》- 音频系列日志 - 第二篇:40 种噪声

29.5.2018 - 作者:史蒂芬·舒茨(STEPHAN SCHÜTZE)

从 UI 设计角度探讨如何制作 UI 音频 - Part 1

在有些情况下,游戏的用户界面最终只会对玩家的整体体验产生很小的影响。在其他情况下,比如对很多手游来说,几乎整个游戏都是围绕 UI...

14.10.2019 - 作者:约瑟夫·马尔丘克 (Joseph Marchuk)

人人都能用 WAAPI(三)Functions(执行类 API)剩余部分及 Topics(订阅类 API)

大家好,我是溪夜。 在《人人都能用 WAAPI(三)》中,我们会继续上一篇的内容,讨论 WAAPI 的 Functions(执行类)中剩下的其他的 API 及 Topics(订阅类)。...

15.1.2021 - 作者:汪洋

赛博朋克世界的声景塑造 — 以游戏《底特律:成为人类》为例 (第一部分)

30.8.2021 - 作者:赵茉茉

将 Soundly 与 Wwise 结合

将Soundly带入Wwise Soundly平台为Mac & PC提供了广泛的音效,其音效库还在不断扩大。结合云存储(通过Amazon S3、Google...

18.10.2022 - 作者:SOUNDLY

Wwise Spatial Audio 2023.1 新增功能 | 减弱相位偏移效应

在今天的博文中,我们将深入探讨在对给定环境进行声学建模时可能会遇到的一种有趣声学现象:相位偏移。我们先简单了解一下相位偏移的基本物理特性,然后再展示 Reflect 在 Wwise 23.1...

25.1.2024 - 作者:艾伦•李 (Allen Lee)

更多文章

《Yonder: The Cloud Catcher Chronicles》- 音频系列日志 - 第二篇:40 种噪声

从 UI 设计角度探讨如何制作 UI 音频 - Part 1

在有些情况下,游戏的用户界面最终只会对玩家的整体体验产生很小的影响。在其他情况下,比如对很多手游来说,几乎整个游戏都是围绕 UI...

人人都能用 WAAPI(三)Functions(执行类 API)剩余部分及 Topics(订阅类 API)

大家好,我是溪夜。 在《人人都能用 WAAPI(三)》中,我们会继续上一篇的内容,讨论 WAAPI 的 Functions(执行类)中剩下的其他的 API 及 Topics(订阅类)。...