The Handbook of Game Audio Using Wwise

The Handbook of Game Audio Using Wwise

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This book is for game audio professionals at all levels: indie game development, mid-sized studios, or AAA studios. This book is both theoretical and practical and includes conceptual work, case studies of popular games and hands-on development examples that cannot be found in any manual. Real-world examples and solutions in Wwise, up to an expert level, and detailed concepts in planning and executing projects in game audio that are seldom discussed, are discussed here. Readers will come away with a deep understanding of various approaches to problems faced doing game audio as well as a better understanding of the technology underlying the Wwise engine and how to best use this tool.
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Product details

  • Paperback | 424 pages
  • 152 x 229mm
  • CRC Press
  • London, United Kingdom
  • English
  • 100 Halftones, black and white; 10 Tables, black and white
  • 1138921793
  • 9781138921795
  • 1,465,393

Table of contents

Part I: Basic Concepts

Concepts of Interactive Audio

Simple Audio Behaviour

Basics of Persistence Audio Sound

Expanding Sonic Behaviour (Behaviour Driven by Game Code)

Part II: Building Audio Objects (Classes and Types of Single Objects)

Multiple Object States



Locomotion (Foley, Movement)




Part III: Audio Object Interaction in the Game World

Object Interfaces

Part IV: Mixing the Interactive Audio World

Basic Mixing

Dynamic Mixing

Part V: Summary

Glossary of Technical Terms

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About Gordon Durity

Gordon Durity has over thirty years of experience in creating soundtracks, writing songs and producing audio in the areas of film, television, games, multimedia, and album production. He currently serves as Executive Audio Director at Electronic Arts for all of EA Studios. In addition to supervising audio at all of the EA Studios locations worldwide, he sits on the AIAS sound panel where he's involved in adjudicating for the audio award for the top games of the year. He is also a part-time instructor at the Arts Institute of Vancouver and Emily Carr University of the Arts.

Aleksandar Zecevic has been working in audio production and post productions for twenty-nine years. Since 1998 he holds a position of Senior Audio Artist in Electronic Art Canada ,the largest developer of video games in the world. He supervised , designed and implemented audio on numerous video games. Aleksandar has been working very closely with the Electronic Arts Technology group on interactive audio tools design and procedural audio implementation.
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