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.
Open Stingray and create a new project. In this example we are using the empty game template and naming our project wwise_tutorial.
Note: Detailed and thorough documentation on how to use the Wwise Authoring Tool is available from the Help menu in the Wwise Authoring Tool.
Launch the Wwise Authoring Tool (Window > Wwise Audio). This automatically opens the Wwise project associated with the current game project.
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.
Add the sound to a play sound event named "test_event".
Add the event to a sound bank named "Main".
Save the Wwise project.
Export the sound bank.
After export, the Stingray-formatted assets can be found in the Wwise project folder of your Stingray game project.
The new game project is setup to open the empty.level file upon load, so open that file in the editor.
Run the project. The test sound plays every 3 seconds.