It is common for game titles to include more than 50000 audio files, ranging from sound effects, dialogue lines and music clips. One of the challenges, for game developers, is to build an efficient pipeline for creating, organizing and processing such a massive number of audio files, generally coming from different tools.
For instance, REAPER has become a popular choice in the game audio community as a sound design DAW. Indeed, it can handle large projects and can be adapted and integrated into different workflows. How can we help the creators focus on content and game experience by reducing repetitive and error prone tasks that are currently part of their daily work?
In this talk, we explore the technologies (Juce, WAAPI) and the architecture of ReaWwise, a Wwise integration into REAPER, focused on automation. We discuss how we can connect different tools, including other DAWs, to Wwise from various environments. We will also take an in-depth look at how we implemented WAAPI and WAQL as the core of the extensibility of Wwise.
- Presentation of speakers
- Quick overview of what is Wwise
- Interactive Audio Challenges
- Common sound designer example
- Quick demo of what is accomplished by ReaWwise
- Create object structures/hierarchies and wwise
- Import audio files into wwise
- REAPER - Why?
- ReaWwise Tech Overview
- CMake
- Juce
- WAAPI
- Components: GUI, DawContext, Data
- Evaluating how other DAWs could be extended?
- WAAPI Tech Overview
- Architecture
- WAQL: a query language
- Use cases - Examples
- Benefits of a generic data model
- Closing Remarks
- The project being open source
- Exposing WAAPI to ReaScript/Lua
IF YOU ARE ATTENDING ONLINE, ALL TALK SESSIONS CAN BE ACCESSED FROM THE MAIN LOBBY:
https://conference.audio.dev