Setting up a AAA Wwise project - part 1: THE BASICS
ฝัง
- เผยแพร่เมื่อ 1 ก.พ. 2025
- Let's make a game in a fictional Wwise environment to eventually have a project that will fully work without a game.
This video shows the basics of how I would start setting up a Wwise project like this.
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#gameaudio #wwise #tutorial
Cujo Sound is a video game audio developing company run by Bjørn Jacobsen.
I have sound designed many video games and this channel is my attempt to create all the content that wasn't there when I started myself.
I discuss game audio development, implementation, asset creation, thoughts, ideas, opinions. Everything from home made simple recordings, over in-engine implementation to massive final productions of cinematics.
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As everyone already said, (even 1 year later) - This series is a GOLD MINE for someone trying to figure out how to set up a solid scalable project. Thank you SO MUCH!!!🙏🙏🙏🙏
This has become THE MOST comprehensive and help series on TH-cam regarding implementation of Wwise. Thank you so much for this!
Thank you so much. :D ❤️❤️❤️
What a wonderfully useful series, thank you so much for sharing. When learning Wwise (and this applies to all sorts of tools, not just Wwise), I've found it's very easy to find *a* way to do something, but it's very hard to find tutorials that show you a *good* way to do it that has a place within a larger workflow context. This is much more educational because it helps me understand the "why" and not just the "how".
thanks a lot :) the why is totally the point of all this :)
This might be a super basic question but how do you open a second project explorer window. The default layout only shows one but having the 2nd one set up like you do in this video is super useful!
There are many ways, obviously one is the official one going to a drop down menu and select it and bla bla.
The easiest way, is to right click an item in your hierarchy and select open in explorer 2.
Notice that you can also select any item and then hit ctrl-shift 1, 2, 3, 4 and it will take you to that item in the explorer with that number. Attach it to your liking to the layout.
If that doesn't work, then I'm poor at explaining it. Let me know. :D
Nice Aphex shirt ;) Nice series Bjorn! Fun to see how different sound designers setup their projects
Hopefully as the project grows it will shed a bit of light on why the baby steps and preparations was so important :)
Really great stuff! Thank you so much.
Thanks for the tutorial, it really helped me understand how a wise project will look like. An intuitive start, showing us zoomed out how a project will look and then zooming in more and more, into specific details, this is how every tutorial for any software should be done. Tutorials are not tv shows you can give us spoilers. 🤣🤣🤣
Watching you create this session helps -This is great thank you!
Thanks for taking the time to make these! They're extremely helpful. Happy New Year!
Hi Bijon I just came across your TH-cam and I found it so helpful. Just what I was looking for as I am getting into Sound Design and working in Wwise. Thank you for sharing your knowledge. Really appreciate it.
Amazing series! It has been super helpful on a game I'm working so far, which like you said there's no "game" yet but it's good to set these parameters. How do you open the project explorer on the right?
@MichelleLugoMusic if you right click any object in the Explorer, you can select "view in explorer" and select which one you want, 1,2,3 or 4. Or select any item and hit ctrl-shift- and then the number, you can then attach that window wherever you want
I'm currently learning Wwise and also making a videogame. Thanks for this video. Awesome. Subbed man!
BJORN! You the man! Thanks so much for all this priceless info! 👍
Looking forward to this series a lot.
Looking forward to the next parts!
Would love to see your toughts on templates for projects, folder structures and other settings in order to save time when setting up new sessions. I know there's not a "one size fits all" situation but doing with a modular approach might have soome nice results.
Yea - In the next video (coming in a few minutes actually) we'll talk about color codes and other things.
Thanks a lot for these tutorials man! I will deinitely make you a patreon donation in recent future!! Thanks a lot!
Huge thanks for liking the videos. :)
Cujo is the goat
I loved your T-shirt
Thanks for those helpful tutorials
Great Vid, senpai
This is great! Thanks so much
Hello! Such an awesome video and exactly what I was looking for as I get more into Wwise.
I'm wondering about the work units vs folders? (If that's even a valid comparison) I'm curious on the use of folders and their place in the hierarchy.
Thanks again and awesome work!
Folders aren't version control protected :)
Wow, that's great to know! Thanks for the quick reply 😃
Thank you
Great Works. Thanks!
This has been an amazing series! Do you personally follow this on every project you do, and then add/remove things as needed that are more project specific as you go, or do you try to match the project from this initial step and "ideally" avoid having to add/remove anything.
Depends on the project, but usually all projects require some sort of ambience, music and interaction sounds anyway. But you do have to start over every time. :)
@@CujoSound Oh okay, I was hoping I could just copy over the project template for quicker starts haha. Out of curiosity, do you have experience with perforce or other forms of source control? Would love more info on getting everything running from people with experience.
@@YeguesSchettini you can - but that requires that you have templates for each part of the project.
You'd have to do it without source control to begin with, open the project and then submit to perforce or similar afterwards.
very interesting tutorial. Thanks !
Do you have a video on how to upgrade an already existing wwise project into a newer version?
I don't, but that is fairly easy really ? Unless you are encountering a specific problem ?
Bjorn, hi! What do you mean by beds?
Like, main ambience - a 2D layer of something that functions as a base layer :)
Hey Bjorn! I was wondering if you have any content addressing using Wwise & engine in a multiplayer game? If not, I was wondering if you maybe know any relevant resources that talk about miltiplayer audio integration:) Even something basic like what terminology or tools I should be learning about in Wwise for myltiplayer audio work can help a kot. Thanks!!
I don't have much myself for multi-player, but I also don't think there is anything out there specifically explaining it. Good topic though
@@CujoSound Ok, then I'll keep looking. Thanks!!
End of 2024, still pure gold.
Hi,
what shortcuts are you using to create the busses, aux's and folders so quickly? Also whats the shortcut to copy. It seems like your spamming enter mabye holding option?
I think just ctrl c and v really. ?
@@CujoSound hahah i'm out here overthinking everything now. Thx! I have an internship at a AAA studio this summer and this has been really helpful in getting me in the ballpark of feeling like I'll be able to survive especially since its remote.
@@CujoSound One two quick questions actually. Whats the difference between Aux busses and Audio busses. In DAW's theres only one and you can put fx on it. The other question is, would you put player grunts triggered by jumping under playerlocomotion or voice?
Like i dont see why I wouldnt put the reverbs on an audio bus. Can that not have fx on it?
@@captainminecraftist I'm not an expert but they might just be the same thing with 2 different names for labeling/origination purposes
This is exactly the video I needed to see, thank you Cujo! I only got started with Wwise through your tutorials 3 months ago, but I’ve learned so much by now while working on our first large Uni project (team of 12)
I have a question though regarding the buses.. is it a good idea to spend a few hours restructuring the way you showeved? I only have 3 right now (SFX, Ambience, Music) and connected a parameter to each to control the volume for them in-game. If I do restructure it, what is a good way to create a volume parameter that affects the right type of source?
Thank you again!!
Yea, those should be just your top busses, and controlled by the RTPC from the menu for volume control, then make sub busses for everything under it. In that way you can turn down just weapons or just wind later, without adjusting the full mix, also control them individually with states and meter RTPCs for ducking
So all you need is sub busses, keep those other ones on top of the hierarchy.
Aphex Twin for the win
all the way :)
Aphex Twin t-shirt and very helpfull video for sounds +1 Subscrib
why you speedrunning the tutorial bro like what hotkeys are those🤕
@@xxHEADSHOTTxx which ? I mention the ones I use ?
But my usual ones are ctrl-shift- and then which browser to look at, so 1 og 2.
And ctrl-shift-alt and then R for random parent or A for mixer.
Yea Aphex Twin
Super excited to see him live this summer too, only heard him dj previously