
Wwise audio editor window. Developed by AudioKinetic and available free to non commercial users or under licence for commercial use. Wwise is a middleware application. It acts as a bridge between software and applications to allow users to communicate their ideas. In practical terms, I create the sounds, import them into the middleware, which then creates the code to connect to the game. This integration allows users of different systems to work on a project independently and complete complex tasks adjacent to each other. Wwise is a a powerful audio editing and management suite that is applicable to game audio environments.
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Teleporter sounds synthesized in Ableton. Created with layering of audio sources, bounced down into stereo .wav format.

The .wav Teleporter sound is imported into Wwise. It will then be edited by way of volume, pitch, filters and applying of dynamic or time based effects, which are already familiar to users of DAWs. An important distinction of the middleware is how the sound interacts with the game environment. Using Wwise, I can apply sound attenuation, in the way that sound affects our ears in the physical world through SPL, distance and volume in dB, the game environment is affected through code that could be too complex to the sound designer. Middleware bridges these disciplines, allowing the sound designer to concentrate on the sound and game developers to code.

Field recording of footsteps on surfaces. Recorded 24bit 48kHz

Rudimentary foley boxes, filled with gravel, sand, rocks, to isolate the sound of surfaces and to record in a more controlled environment. These were also used in Audio for Multimedia class.
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Editing of recorded footsteps. To dissuade against familiarity of sounds, many sources were recorded. These were painstakingly edited in DAW then exported to the format relevant to Wwise.
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The .wav footstep assets will be imported into Wwise and assigned to the correct audio path. Placed in what is known in the software as "random container" the footsteps will be affected by coded behaviour. Sounds of footsteps will shuffled, the sounds not being sequentially active.
Gameplay video of Cube, showcasing the footstep sounds imported into the Wwise middleware.

Attenuation graph of teleport sound asset. Distance relative to output bus volume. As the player draws nearer to the source, Wwise increases the volume of the sound. This perceived loudness immerses the player in the game world.
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Attenuation demonstrated in Cube. The perceived increase/decrease of the source sound as the player moves through the game environment.
Employment Prospects
Game audio presents to me the widest opportunity for employment. A search of job listings show a varied marketplace for skills learned in HNC Sound Production, from all the modules. A sound designer than can adapt to various platforms and discliplines would surely be an asset to a games team.


