Middleware 3

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.


Cockos Reaper, Wwise, Game-Engine



This course is taught by our resident audio implementation wizard Dries Vienne
Contact: dries.vienne2@howest.be