In short:
Where Middleware 1 and 2 solidified the workflow for implementing dynamic audio features in video games,
Middleware 3 expands upon that knowledge and applies it to practical applications,
with the nuances of multi-platform production and proper distribution of resources through optimization techniques.
Course contents and learning material:
1. Contextualizing Optimization in the Game Development pipeline:
- Where does Middleware fit into the build Pipeline?
- Wat artefacts does a Middleware build produce?
- How does middleware affect Storage and Runtime memory?
- What aspects of production create CPU Load?
- What characteristics do audio assets have, and how do we design optimized assets?
2. Wwise Optimization tooling:
- Soundbank segregation and granularization
- Apply Conversion settings
- Applying Compression to Audio Assets
- Managing Voice counts and priorities
- Optimizing Dynamic or Baked Effects
- Identify and inspect the multitude of Memory pools Wwise employs
- Utilizing Wwise Linking and platform management to that effect.
Evaluation and assignments:
We evaluate competence in
- Optimising the students own project
- Implementing industry grade Ambience and optimize it for multiple platforms
- The final assignment requires creation and optimization of a full Gameplay soundscape
Learning goals and outcomes:
Graduates of this course are able to explore a game project where Wwise has been integrated
and decide and execute in the complete audio implementation.
Using both in-engine tooling and Middleware, a complete audio feature set can be implemented
respecting a CPU and Memory budget, in a platform-aware manner.
Tools:
Cockos Reaper, Wwise, Game-Engine
Teacher(s):
This course is taught by our resident audio implementation wizard Dries Vienne
Contact: dries.vienne2@howest.be