Game Audio | Gunshot Implementation | FMOD & Wwise

In this tip, game audio instructor Eric Kuehnl walks us through creating a gunshot event in both FMOD and Wwise. He also covers implementing the events into Unreal Engine 4. This is a great tip for those of you who are curious about a career in game audio, and want to see what basic audio implementation is like.

First, he creates a new event and names it Gunshot. He locates his gunshot samples on his desktop, and drags them onto the audio track in his Gunshot event. FMOD automatically creates a trigger region that contains a Multi Sound module. Eric then goes over a couple different ways you can add pitch variation to the gunshot samples.

He tests out the gunshot in Unreal, then moves on to show us how to achieve the same result in Wwise. He starts by navigating to the Audio tab in the project explorer. He right clicks on Default Work Unit under Actor-Mixer Hierarchy, and selects “Import Audio Files”. In the Audio File Importer window, he clicks on “Add Folders” then selects his entire Gunshot folder (containing the four samples used in the FMOD example). Similar to what he did in FMOD, Eric shows us how to add pitch variation to the gunshot samples in Wwise.

Next, he creates the event by simply right clicking on his Gunshots container and selecting “New Event - Play”. To get the sound to play in Unreal, he navigates to the SoundBank Manager in Wwise and drags his Play_Gunshots event into the Primary SoundBank. From there, all he has to do is click on “Generate”, and he’s good to go.

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