Audiokinetic 2025.1 Collaboration Playlist is now out!
Want to watch all Audio Programming videos in one place? Check Out my Audio Programming Playlist using the button below!
Be sure to check out my Wwise 2025.1 Playlist in collaboration with the lovely people over at Audiokinetic!
To celebrate the major release, I worked to produce a series playlist on all the new features and changes. This consists of 16 short videos that concisely break down all the information you need to know before switching over.
Releasing from 2026/02/09 (daily), up until 2026/02/23.
In this video, we'll explore how to set up and post external sources. There's a lot of reading over on the documentation on this topic, all of which has been linked in the video description
We won't be using any scripts or tools, so you can really get a handle on what is going on with your files. However, I would suggest setting them up to populate the XMLs and CSVs that we'll cover later.
To give a brief overview, we'll be looking at:
Creating the external source audio object and associated event in Wwise.
Creating your own conversion settings.
Creating the input path and output path.
Creating and populating the WSOURCES XML.
Specifying these paths in your Wwise project settings.
Converting your WAV files to WEM.
Enabling the external source module in your Unreal project.
Creating the default media and media info data tables.
Creating the CSVs and importing them as a source.
And lastly, setting external source media and posting your external source event.
The past week, I have been playing around with creating a component that extends Spatial Audio Volumes, Rooms, and Portals.
This component allows any SAV to set States and RTPCs on entry and exit, and to gauge how far inside a room your player is.
This works for regular volumes, actor-oriented bounding boxes, neighbouring volumes, volumes inside volumes, and volumes inside volumes inside volumes (and however far you want to take it).
The main benefit is being able to inform the sound engine whether the player is inside or outside (without relying on additional volumes), as well as knowing what kind of room they are in. You could use this to drive music or other sounds or systems, but I really created this to get a handle on how viable and difficult it would be to set up.
In this video, I'll be showcasing ways you can create a clearer mix with your footsteps.
From deciding what to play, how loud to play it, and the factors you can use to drive your systems, this video approaches the topic from a competitive scope. However, I also briefly cover how you can adapt this to NPCs outside that scope.
To give a quick insight, we'll be looking at:
The Rule of 3.
Enemy Field Of View Contribution.
Weighing Ally Sounds.
Clustering NPCs.
Verticality.
As usual, if you have any questions or would have done something differently, feel free to share your thoughts in the comments.
Want to watch all Shorts in one place? Check Out my Shorts & Snippets Playlist using the button below!