Calling Wwise events in Unreal presentation - November 2023

For Goosthetic, when we started out implementing temp SFX I had to individually run around to each blueprint and make a call to Wwise for each sound we wanted to play. This was a bad idea! Managing the locations in blueprints for each of the SFX calls was way too much to remember for just one person, and it got really annoying to check every asset out of source control for every single sound call I wanted to add. 

Moving forward, I decided to collate all of the Wwise events into a sound controller for each actor, so they could all be in one place for me to mess with. I also had a meeting with the rest of the programming team, and we decided to split up the sound responsibilities between everyone (player programmers are responsible for player sounds, enemy programmers are responsible for enemy sounds, etc.) I made this presentation to help the other programmers with calling Wwise events in their code.

P.S. When I say "Harvey" in the presentation, I'm referring to Harvey Vallangca, our super awesome sound designer.

sounds in unreal presentation