-- Contents of this video ----------------------------
00:00 Intro
00:13 Work Preparation
00:52 Player Sounds (footsteps)
02:45 Gunshots Sounds
03:49 Interactive Objects (exploding barrels)
04:10 Interactive Objects (bushes)
04:27 Interactive Objects (house door)
04:59 Wwise States
05:34 Sounds Attenuation
06:23 Reverb, Rooms & Portals
07:03 Cave Directional Reverb
07:32 Environmental Sounds
08:41 Sound Diffusion and Diffraction
10:23 The Wwise Game Object Profiler (3D view of the sound propagation)
11:08 Virtual Voice Behavior
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Hi, my name is Andrea Daniele and in this demo reel I will show how I've implemented sounds using Wwise, in a map created from scratch in Unreal Engine 4.
The map is created by me using the FPS Shooter Template and the starter contents of Unreal Engine, and I've tried my best to recreate different situations, such as sound diffraction and occlusion/obstruction, different reverb zones, things to interact with, etc... and how to make all those things to work realistically.
Here I'm focusing more on the implementation, and I will talk about how I've created the sounds in another video.
The song used at the end is called "Hit The Right One" and is composed by me and you can listen to it here:
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