Video Game Music Implementation With Wwise Part 7

Video Game Music Implementation With Wwise Part 7 In part 6 we went in-depth on how the transitions work between music segments of various states of the gameplay, and as this series of tutorials is drawing to its end, we will take care of the last bit of interactive music implementation which includes triggering stingers […]

Video Game Music Implementation With Wwise Part 6

Video Game Music Implementation With Wwise Part 6 In part 5, we talked about the complexity of setting up proper music switches for various states of gameplay. In this post we will deeply research the advanced options of setting up your transitions between music switch groups and states. At this point, I have updated to […]

Video Game Music Implementation With Wwise Part 5

Video Game Music Implementation With Wwise Part 5 In part 4 we learned how to import and implement stems of our music clips to randomly re-orchestrate our music sequence by using the vertical layering approach. Now that we have our action and exploration music edited and imported, we will be dealing with creating and using […]

Video Game Music Implementation With Wwise Part 4

Video Game Music Implementation with Wwise Part 4 In part 3 we learned how to create a music container and a music sequence playlist with different groups to make our music random and more interactive. In this part, we will be dealing with importing and implementing stems of our music clips to randomly re-orchestrate our […]

Video Game Music Implementation With Wwise Part 3

Video Game Music Implementation With Wwise Part 3 In part 2 we talked about how to prepare your project, import your audio clips and set them up for proper playback in Wwise. In this post, we will be dealing with creating a music playlist and music containers for playing back those audio clips in a […]

Video Game Music Implementation With Wwise Part 2

Video Game Music Implementation with Wwise Part 2 In part 1 we looked at how to edit, export and label your tracks for implementation in Wwise. In this post, we are entering the ubiquitous realm of game audio middleware to learn how to manipulate and implement all of those tracks that we previously prepared. What […]

Video Game Music Implementation With Wwise Part 1

Video Game Music Implementation With Wwise Part 1 The very mention of game audio implementation can be rather overwhelming to some composers and sound designers. Game audio workflow is very different than working on a film or a trailer. To put it simply, films and trailers have a linear timeline where everything goes from start […]

How To Make Cinematic Drone Sounds

How To Make Cinematic Ambient Drones In this post, we’ll be covering the sound of drones. And by drones, I don’t mean those annoying buzzing kids toys flying around your neighbourhood taking snapshots with a camera, nor do I mean the bigger more annoying ones spying on us from the sky. I mean the less […]

Cascading Delays To Create Moving Pulses

Cascading Delays To Create Moving Pulses Our topic for this post is how to create moving pulses, the backbone of every tension or action cue in today’s film, game and trailer music. Sometimes they’re not prominent enough for us to hear, but we can feel them if they’re done properly. Any sound source can be […]

How To Make Your Percussion Sound Big

How To Make Your Percussion Sound Big Aaaaah the elusive ways of massive hard-hitting cinematic percussion… We’ve all been there when we were starting out our careers as young composers. One of the most important aspects of making a good action or epic cue is making your percussion sound massive and big, but with good […]