Wwise workflow tutorial

This tutorial provides a brief step by step example of the basic Wwise Stingray workflow.

You can also find a longer video tutorial on how to trigger audio and particle effects here.

Step 1. Make new project

Open Stingray and create a new project. In this example we are using the empty game template and naming our project wwise_tutorial.

Step 2. Set up tutorial content

Note: Detailed and thorough documentation on how to use the Wwise Authoring Tool is available from the Help menu in the Wwise Authoring Tool.

  1. Launch the Wwise Authoring Tool (Window > Wwise Audio). This automatically opens the Wwise project associated with the current game project.

  2. Import a .wav file to create a sound.

    This can be done by right-clicking the default mixer in the audio tab, or by dragging a wav asset from a file browser onto the default mixer. By default the sound gets set up as a 2D, non-positional sound.

  3. Add the sound to a play sound event named "test_event".

  4. Add the event to a sound bank named "Main".

  5. Save the Wwise project.

  6. Export the sound bank.

    After export, the Stingray-formatted assets can be found in the Wwise project folder of your Stingray game project.

Step 3. Back in Stingray, play a sound

  1. To make the sound bank available to the game project level:
    • add the "wwise/Init" and "wwise/Main" resources to boot.package.
    • add the "wwise/Init" and "wwise/Main" resources to the startup_banks section of settings.ini.
  2. The new game project is setup to open the empty.level file upon load, so open that file in the editor.

  3. In the Flow editor:
  4. Run the project. The test sound plays every 3 seconds.