DRAFTThis course is not yet published. It is only visible in preview mode.
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
+
Presentation - Session 1
Lesson 1 - Game Audio History
Checking access...
Session 1 recording
Checking access...
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
+
Session 2 recording
Checking access...
Presentation - Session 2
Lesson 3 - Hierarcy Structure
Checking access...
Lesson 4 - Source Editor
Checking access...
Lesson 5 - Containers
Checking access...
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
+
Session 3 Recording
Checking access...
Presentation - Session 3
Lesson 6 - 3rd Person Listener
Checking access...
Lesson 7 - Event Actions, Soundbanks, Profiling
Checking access...
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
+
Session 4 Recording
Checking access...
Lesson 8 - RTPC - Blend Containers
Checking access...
Lesson 9 - Switch Containers
Checking access...
Lesson 10 - States
Checking access...
Lesson 11 - BP -Trigger Box
Checking access...
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
+
Session 5 Recording
Checking access...
Lesson 12 - Footsteps Switch UE
Checking access...
1h Feedback on students WIP
Trying switches using different surfaces
Set States
Starting with spatialization
2 videos, 4 lessons
+
Session 6 Recording
Checking access...
Lesson 13 - Attenuation settings - spatialization
Checking access...
3D positioning
Attenuation settings
3D spatialization and automations
Applications in UE5
Audio signal routing
4 videos, 4 lessons
+
Session 7 Recording
Checking access...
Lesson 14 - Import Ambisonic In Wwise
Checking access...
Lesson 15 - Create Ambisonic tracks with IEM Plug-In
Checking access...
Lesson 16 - Ambient Sound and Radial Emitters
Checking access...
Master mixer hierarchy and AUX busses
Actor mixers and their functions
Sends and automations
Effects
Ambisonics and env sound
2 videos, 3 lessons
+
Session 8 Recording
Checking access...
Lesson 17 - Master mixer, Sends, Effects
Checking access...
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
+
Session 9 Recording
Checking access...
Lesson 18 - Spatial Audio
Checking access...
Ambient sound blueprint and radial circle
Portals, Spatial Audio Volumes, Reverb Volumes
Music overview + Feedback session 2
2 videos, 3 lessons
+
Session 10 Recording
Checking access...
Lesson 19 - Interactive Music in Wwise
Checking access...
1h feedback on students WIP
Understanding interactive music workflow
Overview of interactive music system in Wwise
Elements of mixing
1 video, 4 lessons
+
Zoom link
Lesson 20 - Elements of Mix and Optimization
Checking access...
Prioritising sounds categories
Importance of dynamic mix to optimise projects
Ducking
Projects review
2 lessons
+
Zoom link - 22nd May
Showcase and feedback session on students projects
Instructors
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.