/r/GameAudio

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Game Audio

For those interested in the craft of making sound / audio for games. This could encompass music, sound design, voice and just plain ol' middleware! Ask about about Unity and Unreal game engines, FMOD, WWISE, Max and more.

about r/GameAudio

For those interested in the craft of making sound for games. This could encompass music, sound design, voice and just plain ol' middleware!

Subreddit Info and Rules
General Info and Links
Music Info and Links
FAQ / Getting Started
FMOD Info
Wwise Info
Calendar of Events

Other ways to chat with us

Subreddit Rules

Please keep the subreddit rules in mind when posting

  1. reddiquette first and foremost

  2. Self-Promotion is highly restricted - Posts should be made to inform or facilitate discussion, any posts with the intent to self-promote, sell products or services, or are appeals for money / funding will most likely be removed.

The Community Share Mine promotion post at the top of the subreddit is the ONLY place to discuss or link to things which you are affiliated with (anything by, about, or for you) including; your site, blog, article, video, service, product, app, product development, survey or market research, etc. The rule still applies even if what you want to post aboout is free, helpful, useful, nice, amazing, comes with zebras, or any other benefit or good intention.

'Seeking work' requests must use the Community Promo post or the 'Help Wanted' feature post.

DO NOT make frivolous or bad faith appeals. Trying to appeal based on entitlement or to wedge in any imagined exceptions will not be granted and will likely result in a ban.

  • Eval / critique requests are not allowed on the subreddit front page - Instead, use the subreddit Evaluation Request feature post to seek feedback on your audio, sound, music, video, demo, or site. Posts of and about your work will be removed.

  • No piracy discussion - This subreddit is NOT friendly to piracy of copyrighted works or authorization scams. Do not discuss, request or offer advice about piracy or link to sites related to piracy or to pirated / cracked copyrighted material such as media, software, or plugins. Do not discuss any facet of cracked / pirated material / authorization scamming no matter who brings it up. Anyone doing so will be permanently banned.

  • All links submitted must be direct - Tracking services, referrals, and URL shorteners are not allowed

  • New and low/no karma accounts are restricted - Posts from these types of accounts most often involve rule violations OR spam / self-promotion. New accounts may not post but can participate in the comments. Negative and no karma accounts will not be able to post or comment.

  • Schedule of Feature Posts

    Day Topic
    Monday (every other) Evaluation Requests
    1st Tuesday of the month Game Audio News, Events, and Game Jams
    2nd Tuesday of the month Game Sound Blog and Podcast Roundup
    3rd Tuesday of the month Game Audio Help Wanted
    Monthly on the 1st Self-Promotion Safe Zone

    Commonly used App's and Things

    Some of these are FREE to download (you don't have to pay unless you work on a product for sale).

    • Unity game engine. Comes with a basic game you can tweak.

    • Unreal game engine.

    • FMOD - audio implementation

    • WWise - audio implementation

    • Max - audio transformation

    • Audacity - Free open source DAW.

    Be sure to check out our wiki

    Other Resources

    sunburner's Game Audio FAQ
    G.A.N.G - Game Audio Network Guild
    AES - Audio Engineering Society
    CAS - Cinema Audio Society
    MicrophoneData.com - Database of microphones
    The Sound Effects Bible Game Audio Podcast Gamasutra - audio features section
    Filmsound.org - game sound design section
    Game Audio 101 - job listings

    Related SubReddits

    /r/GameDev
    /r/GameDevClassifieds
    /r/GameMaker
    /r/GameDesign
    /r/unitycourse
    /r/IndieGames
    /r/AudioPost
    /r/LocationSound
    /r/ProTools
    /r/SFXLibraries
    /r/Music
    /r/RateMyAudio
    /r/StudioPorn
    /r/vsti
    /r/Unity2D
    /r/Unity3D
    /r/UnrealEngine
    /r/BlenderGameEngine
    /r/godot

    /r/GameAudio

    32,998 Subscribers

    2

    The GameAudio Share Mine February, 2025 - Use this post to link to / discuss your site, works, product, business or anything you created or are affiliated with

    Game Audio related Self-Promotion welcomed in the comments of this post

    The comments section of this post is where you can provide info and links pertaining to your site, blog, video, sfx kickstarter or anything else you are affiliated with related to Game Audio. Instead of banning or removing this kind of content outright, this monthly post allows you to get your info out to our readers while keeping our front page free from billboarding. This as an opportunity for you and our readers to have a regular go-to for discussion regarding your latest news/info, something for everyone to look forward to. Please keep in mind the following;

    • You may link to your company's works to provide info. However, please use the subreddit evaluation request sticky post for evaluation requests

    • Be sure to avoid adding personal info as it is against site rules. This includes your email address, phone number, personal facebook page, or any other personal information. Please use PM's to pass that kind of info along


    Subreddit Helpful Hints: Mobile Users can view this subreddit's sidebar at /r/GameAudio/about/sidebar. For SFX related questions, also check out /r/SFXLibraries. When you're seeking Game Audio related info, be sure to search the subreddit or check our wiki pages;

    Subreddit Info and Rules | General Info and Links | Music Info and Links | FAQ / Getting Started | FMOD Info | Wwise Info | Calendar of Events

    Join the live chat on our Discord server - https://discord.gg/RedditAudio

    0 Comments
    2025/02/01
    12:00 UTC

    19

    People that composed for games, how you did it?

    I mean by that, can you tell your story like where do you find these people to work with. How often do you compose for games? How the process look like from start to end? I just really want to know how it looks like to start composing music for games.

    Thanks for attention!

    12 Comments
    2025/01/29
    21:24 UTC

    5

    What is the simplest way to get precise audio timing in Unity WebGL

    I am working on a music game where users can create their own songs using a very basic DAW/Piano Roll system.
    I need to be able to play various sound clips at precise times.
    I use AudioSettings.dspTime and audioSource.PlayScheduled
    My approach worked fine in WebGL until around Unity 2021.3.40. Something changed and now I'm getting issues where scheduled clips don't seem to play when they're supposed to. Apparently there are several known issues with the audio system that haven't been fixed yet. This being one of them.
    https://issuetracker.unity3d.com/issues/audiosource-dot-playdelayed-playing-sound-without-delay-when-in-webgl-build

    I'm not having that exact problem, but the timeline is similar and it only happens in WebGL.

    I'm wondering if it makes sense to switch to FMOD. I don't need any of the additional features it provides. I just need the ability to play audio precisely in Unity WebGL.
    Is there a simpler alternative that gets around the Unity WebGL issues?

    Thank you for your time

    3 Comments
    2025/01/29
    04:22 UTC

    2

    Link 1181 - Using Wwise in UE5.5

    Hi all,
    I'm a programmer who is working with a sound designer for a game jam, and they have Wwise integrated and setup on their end. We are using git, and now after their integration, I tried to add a basic c++ implementation with some code. However, whenever I try to build (with or without the AK code), I run into several linker errors that look roughly like this,
    12>LINK : fatal error LNK1181: cannot open input file 'D:\RTGJ\TheLastMile\Plugins\WwiseSoundEngine\Source\WwiseAuthoring....\ThirdParty\x64_vc170\Profile\lib\AkAutobahn.lib'
    The other errors just being different .lib files in the same/similar directories.
    I've tried deleting the files, regenerating project files, cleaning the project, etc. Nothing seems to fix it.

    Does anyone have the solution to this?

    1 Comment
    2025/01/28
    20:42 UTC

    5

    Learning how to implement. What’s my next step?

    Hey guys! So Ive been wanting to learn more about game audio for a while, I have previous experience in sound design.

    Ive been learning more and more about fmod and wwise and I want to start contributing on some smaller game jams for practice, but I’m a bit confused on how the collaboration process works between a sound designer/composer and a programmer. I know a lot of it deals with using the same names for your events as in the game code so would the programmer(s) give you that information?

    Sorry very vague lol I’m still very early on with things.

    Thanks!

    2 Comments
    2025/01/28
    18:23 UTC

    6

    Chances of transitioning from film sound editing to game audio

    Hi everyone, I have 6 years of experience as a sound editor in the film industry, with a strong focus on crafting ambiances and roomtones — something I’m particularly passionate about. I also have extensive experience as a sound effects editor. I've worked on over 40 feature films, documentaries, and series, many of which have been selected at prestigious festivals such as Cannes, Berlinale, Venice, and the Oscars.

    I'm fully aware of the differences between sound work for linear media like film and interactive formats in game audio. I understand that tools like Wwise and Unreal Engine are key in the game industry, while film sound relies primarily on Pro Tools combined with various plugins.

    Given these differences, do you think I have a realistic chance of being hired in the game industry? Also, would my film-focused portfolio still be appealing to game audio employers? Any advice on making this shift would be greatly appreciated.

    Thanks in advance!

    17 Comments
    2025/01/28
    17:56 UTC

    3

    Help with Wwise Integration into Unity using C#

    Hi everybody, I'm a little newer to sound implementation and I've been having trouble with my C# code. I was hoping maybe someone would be able to help me out. I'm using Wwise Integration with Unity, and I'm receiving the following error when I compile my code:

    Assets/UnityTechnologies/Scripts/MusicController.cs(11,8): error CS0234: The type or namespace name 'SoundEngine' does not exist in the namespace 'AK' (are you missing an assembly reference?)

    I have a script called MusicController which I'm using to switch states in my Music SoundBank, and I've attached the code for my script here:

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    using AK.Wwise;
    
    
    public class MusicController : MonoBehaviour
    {
    
        public static GameObject player = GameObject.find("Player");
        AK.SoundEngine.AkGameObjectID myPlayerID;
    
        public static GameEnding gameEnding;
        void Start()
        {
            myPlayerID = AkSoundEngine.RegisterGameObject(player);
            AkSoundEngine.SetState("MusicState", "Exploring");
        }
    
        // Update is called once per frame
        void Update()
        {
            
        }
    
        public static void setCaught(){
            AkSoundEngine.SetState("MusicState", "Caught");
        }
    
        public static void setExit(){
            AkSoundEngine.SetState("MusicState", "Exit");
        }
    }

    Can anyone help me understand what is wrong? I looked at the documentation on the AudioKinetic website and it has a type for SoundEngine in the AK namespace. Thank you!

    12 Comments
    2025/01/26
    16:38 UTC

    5

    Avoiding pitch while using synths

    I've read that many of you use synths to design tonal magic and I was wondering how do you go about trying to avoid recognisible musical pitch that may clash with other layers or the music.

    4 Comments
    2025/01/26
    06:23 UTC

    5

    Wwise Unreal Integration - Missing Modules

    Hullo, I have always had this issue when using the Wwise Unreal integration with source control. People usually suggest janky solutions like removing .dll, .lib and binaries from your .gitignore.

    Just found the solution myself and would like to share it here for anyone else who has been bashing their heads against a wall:

    The files in your "Plugins/WwiseSoundEngine/ThirdParty" folder are required to rebuild the plugin. Make sure that folder is not being ignored and the project will be able to build the plugin like normal. Added benefit of not inflating the repo size like if you unignored all .dll and .lib files.

    It is mentioned here, in step 2 of the documentation in installing Wwise as an engine plugin. No idea why they don't mention it in the source control documentation.

    I hope this alleviates some suffering, I'd reply to the archived reddit threads if I could.

    4 Comments
    2025/01/25
    20:46 UTC

    1

    Unity loading old, non-existent Wwise sound banks

    This problem confuses me. For some reason, whenever I load the Unity project, it loads sounds from an older version of the sound bank, many of which I've completely replaced and thus should no longer exist anywhere. But the Wwise picker plays the correct sounds. For some reason, I have to generate the sound banks again from the Wwise picker.

    When I connect Wwise to Unity, these sounds don't play, but they don't play the new ones either. The profiler shows that Unity is trying, and failing, to call the old sounds (which use the same event, but different audio files). It's just odd because these sounds just shouldn't exist anywhere, and somehow Unity is pulling them from the grave. Sound bank folders haven't been changed from their defaults. Do I need to call a necromancer?

    0 Comments
    2025/01/25
    14:11 UTC

    11

    Sound design for starters

    freshman gamdev student here. I want to focus on sound design to be able to participate in game jams. can someone tell me where should i start? what tools do i need to have? resources i can learn from? if it's okay i would also love to be taught by people who are in this field.

    3 Comments
    2025/01/24
    16:59 UTC

    5

    recommendations for synth / VSTs or preset packs with 'crystal' 'orb' sounding pads

    I would like to make subtle evolving crystal, orb sounding pads that sit in the background [is there better terminology for what i am talking about ? english is not my first language]

    I have been layering Roland JD-800 slow bell pad from roland cloud specifically to do this but it would be awesome to have suggestions for things that do similar function

    Thank you!

    3 Comments
    2025/01/23
    21:06 UTC

    2

    GameAudio January, 2025 - Evaluation and Critique Requests of Personal Works

    Personal Works Evaluation Requests

    Welcome to the subreddit weekly feature post for evaluation and critiques request for sound, music, video, personal reel sites, resumes , or whatever else you have that is game audio related and would like for folks to tell you what they think of it. Links to company sites or works of any kind need to use the self-promo sticky feature post instead. Have somthing you contributed to a game or you think it might work well for one? Let's hear it.

    If you are submitting something for evaluation, be sure to leave some feedback on other submissions. This is karma in action.


    Subreddit Helpful Hints: Mobile Users can view this subreddit's sidebar at /r/GameAudio/about/sidebar. Use the safe zone sticky post at the top of the sub to let us know about your own works instead of posting to the subreddit front page. For SFX related questions, also check out /r/SFXLibraries. When you're seeking Game Audio related info, be sure to search the subreddit or check our wiki pages;

    Subreddit Info and Rules | General Info and Links | Music Info and Links | FAQ / Getting Started | FMOD Info | Wwise Info | Calendar of Events

    Join the live chat on our Discord server - https://discord.gg/RedditAudio

    0 Comments
    2025/01/22
    12:00 UTC

    14

    How long will It take for me to learn the basics of audio integration for an entry level job?

    Hello,

    I am a graduate audio producer and sound designer with over 6 years of experience in music production and 2 years in sound design. I have been working as a freelancer on Fiverr for a year now and I've done over 100 projects but none that involve audio integration.

    So my question is how long would It take for me to learn both WWise with Unreal 5 and FMOD with Unity so I can start looking for a sound designer role?

    I know the basics of Wwise and Unreal Engine 5 as I've spent some time learning It.

    Thank you in advance :)

    32 Comments
    2025/01/22
    08:49 UTC

    2

    Nesting Wwise Spatial Audio Volumes in Unreal 5

    I have been trying to get the spatial audio volumes to work and having issues. In the wwise video about getting started in UNrealWwise Spatial Audio acoustics they talk about using the new Spatial Audio Volumes in 2023 wwise to set up reverb and ambient zones. They show that you can nest one inside another, and just set the room priority to make the smaller nested one take over the ambient and reverb properties of a space (blocking out the ambience of the bigger zone) In practice working with them I have found that it will not cancel out the ambience of the bigger zone around it. Just wondering if anyone else has had the same problem and figured out a work around. Thanks

    1 Comment
    2025/01/21
    18:48 UTC

    4

    Hi, I'm starting in Wwise and I can't figure out why cone attenuation doen't work for me. I'm following Wwise 101 course lesson 4, and it seems like it doesn't change anything. I have no idea what am I doing wrong

    7 Comments
    2025/01/20
    17:12 UTC

    4

    Wwise Randomised Panning?

    I have a random container with bird noises to add to my ambience in my project, it's nice, but it feels a bit flat. In real life, birds would move about (and so would the noises they make). I want these birds to be randomly panned but I'm not sure how to do this. I don't want to individually pan each sfx object in the container.

    Any advice? :D

    4 Comments
    2025/01/20
    12:45 UTC

    3

    GameAudio January, 2025 - Help Wanted

    Game Audio Help Wanted

    Welcome to the subreddit regular feature post for gig listing info. We encourage you to add links to job/help listings or add a direct request for help from a fellow game audio geek here.

    • Posters and responders to this thread MAY NOT include an email address, phone number, personal facebook page, or any other personal information. Use PM's for passing that kind of info.

    • You MAY respond to this thread with appeals for work in the comments. Do not use the subreddit front page to ask for work.

    Site / CompanyURL
    General/Industry Job Sites
    GameAudio101http://www.gameaudio101.com/jobs.php
    GamesIndustry Bizhttp://www.gamesindustry.biz/jobs/by-category/sound---music
    Gamasutrahttp://jobs.gamasutra.com/
    Game Audio Job Feed on Twitterhttps://twitter.com/GameJobsBot
    GameAudioJobshttp://www.game-audio.info/jobs/
    Soundlister Audio Jobshttp://soundlister.com/category/audio-jobs/
    GameJobHunter Bloghttp://gamejobhunter.com/blog/
    DevBrada Game Job Listingshttp://devbrada.com/
    Orcahttps://orcahq.com/
    Developer/Publisher Job Pages
    Activisionhttp://www.activision.com/careers
    Bethesda Studioshttp://jobs.zenimax.com/
    Biowarehttp://www.bioware.com/en/careers/#current-openings
    Blizzard Entertainmenthttp://us.blizzard.com/en-us/company/careers/index.html
    Bungiehttp://www.bungie.net/en-US/AboutUs#!page=careers
    Capcomhttp://www.capcom.com/us/?careers
    Electronic Artshttp://careersearch.ea.com/
    Epic Gameshttp://epicgames.com/careers
    Infinity Wardhttp://www.infinityward.com/careers
    Bandai Namcohttp://www.bandainamcogames.com/company/careers.html
    Naughty Doghttp://www.naughtydog.com/work/
    Popcaphttp://www.popcap.com/job-opportunities
    Rockstarhttp://www.rockstargames.com/careers
    Square Enixhttps://www.paycomonline.net/v4/ats/web.php/jobs
    Ubisofthttps://www.ubisoftgroup.com/en-US/careers/index.aspx
    Valvehttp://www.valvesoftware.com/jobs/job_postings.html
    Map of Related Companies with Links to Web Site
    GameDevMaphttp://www.gamedevmap.com/

    Subreddit Helpful Hints: Chat about Game Audio in the GameAudio Discord Channel. Mobile Users can view this subreddit's sidebar at /r/GameAudio/about/sidebar. Use the safe zone sticky post at the top of the sub to let us know about your own works instead of posting to the subreddit front page. For SFX related questions, also check out /r/SFXLibraries. When you're seeking Game Audio related info, be sure to search the subreddit or check our wiki pages;

    Subreddit Info and Rules | General Info and Links | Music Info and Links | FAQ / Getting Started | FMOD Info | Wwise Info | Calendar of Events

    Join the live chat on our Discord server - https://discord.gg/RedditAudio

    1 Comment
    2025/01/20
    12:00 UTC

    3

    Quality brand of sound blankets?

    I don’t have a clue with these but I wanna get a few for making a little make shift area for doing little bits of recording and wondered what brands people suggest?

    3 Comments
    2025/01/20
    04:07 UTC

    1

    Wwise/Unity Game Sync Preparation Problem

    I'm trying to ask any community I can find about this. I'd appreciate any help or idea given. Here goes nothing.

    So I've started having this problem just recently and the same setup from 3-4 weeks ago was working correctly. I don't know what changed but I didn't change the implementation logic in any way myself. I'm using Wwise 2022.1.6 and Unity 2022.3.17f1. I also tested this problem on Wwise 2022.1.18 and 2024.1.1, and surprisingly the latter worked especially slow although it's not the main problem here. All versions resulted in the same way more or less.

    The problem I have is that Wwise doesn't care about prepared game syncs. When I prepare the event it loads all the media that is connected to it without waiting for a game sync to be prepared. The game sync preparation setting in Unity is enabled. My general structure is something like this:
    * I have a single music switch container which contains several music playlist containers. I control this switch container via a few state groups. Combinations of these states point to specific playlist containers. Nothing unusual here.
    * I have a single event that is configured to play the switch container. I choose the track to be played using the states.
    * The event and structure data is contained within a single soundbank. Media is unchecked and generated as loose media.

    Now, my music implementation logic in Unity side is as follows:
    * In my script, I load the bank that contains the event-structure data through AkBankManager.LoadBank().
    * Based on some specific logic I prepare the relevant game syncs with AkSoundEngine.PrepareGameSyncs().
    * After all relevant game syncs are loaded successfully, I load the single event connected to the switch container using AkSoundEngine.PrepareEvent().
    * All of these are done synchronously and in order.

    By common logic, this should only load the relevant audio sources and leave the rest even though others are also in the same container. And as I said earlier this is what happened before but not now. The result I get currently is:
    * In the profiler I see the prepared game syncs and events properly. So they function correctly to some extent.
    * But for whatever reason as if the game sync preparation setting is not set to true, all of the media that resides in the music switch container gets loaded regardless of whether the relevant game syncs are prepared or not.
    * Even when I try to comment out all game sync preparation in the scripts. The event preparation alone still gets all of the media loaded.
    * Therefore the main problem here is that Wwise completely ignores the game sync preparation and only focuses on event preparation. Again, game sync preparation is enabled.

    To debug this problem. I have tried:
    * Deactivating the game sync preparation setting. Re-enabling it. And all of the other combinations possible.
    * Re-generating soundbanks after manually deleting them.
    * Trying different combinations of game syncs, creating new ones, excluding the old ones. Binding them all again.
    * Creating a completely new blank Unity project. Integrating different versions of Wwise into that project. Creating a similar structure and logic for testing.

    Every solution I've tried got me the same result. I assume that this is some kind of a bug but I can't seem to find any solution to this in any way. I don't want to have to resort to micromanaging soundbanks just because a very practical and logical workflow doesn't function properly.

    Super excited to hear from anyone about this problem. And my thanks beforehand.

    0 Comments
    2025/01/19
    01:47 UTC

    4

    Unusual approaches to magic effects?

    Just wondering if anyone’s stumbled across any unorthodox approaches to designing magic sounds?

    Can be at the recording end, editing or implementation.

    Just looking to try new things

    7 Comments
    2025/01/16
    10:46 UTC

    8

    UCS

    This is semi-rant, semi-discussion, but since UCS is becoming more common, and potentially the industry standard, I figured why not discuss it. I’m at the point where I actually kind of hate it.

    Some sounds are really easy to categorise, but there’s so much ambiguity in it, and a lot of sounds just don’t fit neatly into any category. Maybe that’s the point, but I feel like I spend way too much time scrolling through all the categories and still being unsure (I do have tools that will search through them for me, but that isn’t helpful when you have to keep guessing what is and isn’t a category, hence the scrolling). I get the impression it has post production in film in mind more than games.

    What is everyone else’s thoughts on this?

    8 Comments
    2025/01/15
    22:36 UTC

    1

    Wwise 201 Lesson 2 problem: "Selected Child Not Available"

    Hi everyone, I'm at the end of Lesson 2 and when I generate a soundbank using the new "Combat" Music Playlist Container I'm still hearing the old music from Lesson 1. In the profiler I see the "Music" event is triggered normally and see a message that says "Scheduled segment transition from "<Combat-A>" to "<Combat-A>" using rule 1..." then error messages reading "Selected Child Not Available".

    From what I read on the forums it seems this affects more than a few people, and deleting and reinstalling the course materials as suggested by Audiokinetic support didn't work. Is it something I can fix on my end? I feel like I accidentally skipped a tiny step somewhere.

    0 Comments
    2025/01/14
    23:59 UTC

    1

    Reaper ReaWwise apple M1 issue

    Hi there! Does anyone use ReaWwise with Apple Silicon? It works fine on a Windows machine, but on a Mac, it seems like it can’t connect to the Wwise project. Has anyone else faced this problem?

    https://preview.redd.it/rjwrlptj4zce1.png?width=790&format=png&auto=webp&s=36989f411c3b19466f813decb196b85c8c0dddfb

    3 Comments
    2025/01/14
    14:55 UTC

    13

    Career Advice

    Hi guys,

    I'm a music teacher with extensive experience in audio engineering. I'd like to make a career change in to audio for games (lifelong gamer as most are) but don't know where to start - what are the common systems that I should take a look at and start learning? Do I need to know code? Any free web resources for me to take a look at?

    It's mainly the implementation of audio assets that is holding me back from applying to jobs. Sound design isn't really the issue, it's putting this in to the product for clients

    Thanks and best,

    15 Comments
    2025/01/13
    17:47 UTC

    9

    I want to make video game soundtracks

    I want to make video game soundtracks but I have no clue where to start, ideally I want to start with an indie game studio rather than jumping right into the big leagues but I am not sure how to put my name out there and I don’t even know where to find indie studios. Any tips?

    19 Comments
    2025/01/13
    00:44 UTC

    0

    Are six microphone inputs on a recorder on a better than two?

    I want to get into video game audio. It would include animal sounds, hitting rocks together, rain, footsteps on snow, swords clashing, rustling of armor, etc.

    Zoom F3 has two XLR inputs, while Zoom F6 has six, and it costs twice as much.
    Are 6 XLR inputs only useful for recording a rock rock band?
    How can I benefit from more than XLR inputs?
    If I were to go for an F6 I would need to save money for the next 6 months, which I'm willing to do if it's a real game changer.
    Thanks for reading.

    9 Comments
    2025/01/11
    17:47 UTC

    1

    Ambisonics reverb with Wwise in a FPS game

    Hey! I would like to experiment ambisonics reverb with Wwise in a FPS game but I'm facing some issues : The reverb I'm using (3rd order) is not turning when I'm turning my head in the game (I'm using headphones).
    Do I need to necessarily "binauralize" the signal to hear rotation ?
    It seems weird to me as I already use some ambisonics sounds (.wav, not IR) and I clearly hear rotation in this case without binauralization.
    My reverb is set on an auxiliary bus with a 3rd order channel configuration and the parent buses are set to "as parent" until the master bus which is set to "Defined by System" (in my case Headphones).
    My convolution reverb shareset is set to 16 channels Fuma.
    I also tried to activate "Windows Headphones" but it does not solve the problem.
    Does anyone have an idea of ​​the origin of my problem?

    0 Comments
    2025/01/11
    11:30 UTC

    3

    I'm a new Wwise user working with a solo dev Godot user. I think I have questions about workflow?

    I'm basically wondering what the best way to have access to the game is. In Wwise 101 you capture gameplay from the Cube demo and attach events after finding the corresponding game calls. What are the best practices for achieving this workflow with a solo developer using Godot? I'm very new to all of this, I'm a music composer recently familiar with Wwise and I have a friend who is willing to let me figure out how all this collaboration is supposed to work. Thanks for any help you might be able to provide!

    8 Comments
    2025/01/11
    06:39 UTC

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