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Master Game Audio with Wwise And Unreal Engine 5 - April 2025 hero

Creative Coding

Master Game Audio with Wwise And Unreal Engine 5 - April 2025

Level

Beginner

Duration

22h 21m of video content

Format

Self-paced video

Course overview

Course content

Introduction to Game Audio

2 videos, 1 resource, 6 lessons

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  • Presentation - Session 1
  • Lesson 1 - Game Audio History
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  • Session 1 recording
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  • Introduction to the course
  • Getting to know each other
  • Understanding the differences between linear and non- linear sound design
  • Game audio history overview
  • How to set up UE5 and Wwise
  • GAD document overview

Organising Wwise project

4 videos, 1 resource, 4 lessons

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  • Session 2 recording
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  • Presentation - Session 2
  • Lesson 3 - Hierarcy Structure
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  • Lesson 4 - Source Editor
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  • Lesson 5 - Containers
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  • Work units and hierarchy structure
  • Containers and their uses
  • ICreate an event on Wwise and soundcaster sessions
  • integrate Wwise into an UE5 project

Sound from the game

3 videos, 1 resource, 6 lessons

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  • Session 3 Recording
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  • Presentation - Session 3
  • Lesson 6 - 3rd Person Listener
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  • Lesson 7 - Event Actions, Soundbanks, Profiling
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  • Events actions
  • Source editor functions
  • Soundbanks
  • Add an event to unreal and play a sound from the game
  • UE5 listener
  • Profiling with Wwise

Game syncs 1

5 videos, 5 lessons

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  • Session 4 Recording
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  • Lesson 8 - RTPC - Blend Containers
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  • Lesson 9 - Switch Containers
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  • Lesson 10 - States
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  • Lesson 11 - BP -Trigger Box
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  • Switches and States on Wwise
  • Switch, blend and sequence containers
  • Set an RTPC
  • Soundcaster with switch events
  • Profiling session with game syncs

Game syncs 2 + Feedback session 1

2 videos, 3 lessons

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  • Session 5 Recording
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  • Lesson 12 - Footsteps Switch UE
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  • 1h Feedback on students WIP
  • Trying switches using different surfaces
  • Set States

Starting with spatialization

2 videos, 4 lessons

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  • Session 6 Recording
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  • Lesson 13 - Attenuation settings - spatialization
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  • 3D positioning
  • Attenuation settings
  • 3D spatialization and automations
  • Applications in UE5

Audio signal routing

4 videos, 4 lessons

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  • Session 7 Recording
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  • Lesson 14 - Import Ambisonic In Wwise
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  • Lesson 15 - Create Ambisonic tracks with IEM Plug-In
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  • Lesson 16 - Ambient Sound and Radial Emitters
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  • Master mixer hierarchy and AUX busses
  • Actor mixers and their functions
  • Sends and automations
  • Effects

Ambisonics and env sound

2 videos, 3 lessons

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  • Session 8 Recording
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  • Lesson 17 - Master mixer, Sends, Effects
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  • IEM plugin suite overview
  • Importing AMBIX into Wwise
  • Building dynamic env sound in Wwise with blend containers and RTPC

Spatialization in UE

2 videos, 2 lessons

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  • Session 9 Recording
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  • Lesson 18 - Spatial Audio
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  • Ambient sound blueprint and radial circle
  • Portals, Spatial Audio Volumes, Reverb Volumes

Music overview + Feedback session 2

2 videos, 3 lessons

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  • Session 10 Recording
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  • Lesson 19 - Interactive Music in Wwise
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  • 1h feedback on students WIP
  • Understanding interactive music workflow
  • Overview of interactive music system in Wwise

Elements of mixing

1 video, 4 lessons

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  • Zoom link
  • Lesson 20 - Elements of Mix and Optimization
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  • Prioritising sounds categories
  • Importance of dynamic mix to optimise projects
  • Ducking

Projects review

2 lessons

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  • Zoom link - 22nd May
  • Showcase and feedback session on students projects

Instructors

Eduardo Pesole

Eduardo Pesole

Instructor

Eduardo Pesole (Bari IT, 1994) is a Berlin-based sound designer, sound artist and composer, who graduated in Sound Design at IED - Istituto Europeo di Design (Rome). He started playing guitars and bass at the age of 14 in some psychedelic rock bands. From 2019 to 2021, he worked as mix engineer, audio editor and sound designer for short movies, until he switched to interactive sound design and audio programming for video games and eventually left Rome to move to Berlin. Meanwhile, he also worked as a composer for fashion movies and collections, collaborated with other artists and developed solos projects. The knowledge acquired from the game industry makes him able to move easily through multidisciplinary projects and to experiment with acoustics and the architecture of spaces through the use of spatial audio technology, within both the digital and the real world. He has a personal and genuine aesthetic that fully encloses all different genres he likes and gets inspiration from, in an organic and evolving form of sound narration. The use of analog synthesizers, granular synthesis and resampling allows him to design soundscapes and explore unique and interesting timbers.

Frequently asked questions