Creating Game Audio Explained
In this Grooves video tutorial series, sound design guru Gary Hiebner shows you what you need to know to get
started on creating audio for the incredibly lucrative gaming industry.
Videos
Introduction (02:28) - In this video, Gary gives an introduction to game audio and how it differs to other new
media with its dynamic approach
Game Sounds Overview (02:21) - Gary goes through the different types of sounds you'll find in a game.
Designing an Ambient Background Sound (13:38) - This video gives you walkthrough on how to design an
ambient game background sound.
Seamless Backgrounds Loops (10:55) - In-Game Audio looping backgrounds are quite common, Gary
shows you how to create seamless loop with your backgrounds sounds
Designing a Musical Background (09:41) - This video looks at how to design more musical background
sounds.
Creating Vertical Layering (06:04) - Here, Gary explores how you can create sounds from a vertical music
approach with your arrangement
Designing Unique Sound Effects (10:38) - This video takes a look at how to design other game sounds, like
gunshots.
User Interface & Achievement Sounds (07:02) - Gary explores how to design user interface and win or lose
achievement sounds for your game.
Game Engines (02:28) - Gary quickly goes through the different game engines available and how we can
use them.
Installing Wwise (05:42) - Here, Gary takes a look at how to Install Wwise, the audio middleware tool
Creating Work Units (05:17) - Gary dives into creating Work Units in Wwise,
Randomizing Sounds (06:50) - Gary shows you how to randomize a selection of sounds in Wwise using the
Random container.
Designing Sequenced Sounds (04:14) -his video shows you how to sequence your audio with the
‘Sequence container in Wwise.
Creating Wwise Events (02:28) - In this video, Gary creates Wwise events, and adds play itms for the
different containers in the Wwise project.
Using Blend Containers for Transitions (06:41) - Gary shows how you can create a blender track, and then
blend seamlessly between two tracks with this Blend Container.
Using the Interactive Music Hierarchy - Pt. 4 (10:17) - Here, Gary show you how powerful Wwise can be
with the tempo and time embedded data
Using the Interactive Music Hierarchy - Pt. 2 (08:38) - This video picks up where part 1 left off, and shows
you how to set up a vertical track arrangement,
Using Switches & Switch Group (08:01) - Here, Gary explores Switch Groups and Switches and how they
can be used to switch between audio assets on the fly in a game.
Testing with the Soundcaster (05:57) - Learn to how to test out the Soundcaster tool and how it can be
used a8 a prototype tool to test all your sounds the game.
Exporting Sounds (10:24) - In this video, Gary explores how to export the music to different platforms, ike
Windows, and iOS, which can then be handed onto the game designer.