2023–2024 · Unity · Wwise
Three game-audio exercises in Wwise
These three DAE exercises cover common game-audio problems. I did the implementation on each one: keeping important gunshots audible, blending sound between two locations and cutting audio memory use on Android.
01 · Crowded mix
Boney Boogaloo - keeping gunshots audible
The test scene asked Wwise to play more than its limit of 256 simultaneous sounds, so important gunshots disappeared. I removed silent gaps and set playback priorities so nearby weapons play before distant zombie voices.
02 · Moving between spaces
Ellen - a smooth forest-to-cave transition
I set how quickly each type of sound fades with distance. When the player moves between the forest and cave, the two backgrounds blend over 6.5 seconds and the room echo changes with them instead of switching suddenly.

A transition is not something a still frame can show. The recorded walk between the forest and the cave covers the blend and the change in room echo.
03 · Android memory
Stomach Aches - loading only nearby audio
The Android build targeted devices with 2 GB RAM. I grouped sounds by area so the game loads only what it currently needs.
Files used only to create silent gaps also consumed memory. Replacing them with the Wwise Silence plug-in reduced memory used by those gaps by about 80%.