top of page
All Posts
Implementing Your First Sound in Wwise: From Event Creation to In-Game Playback (Wwise + CUBE – Episode 2)
In the first episode of this series, the focus was entirely on preparation: installing Wwise, downloading the CUBE demo game, removing the default sound banks, and creating a clean project that was correctly linked to the game. This second episode marks the point where audio actually enters the pipeline. The goal here is not polish, realism, or creative sound design. It is to understand how a sound travels from Wwise into the game , how events are triggered, and how to verify
Yiğit Türk
Jan 84 min read
Wwise + CUBE: Setting Up a Clean Foundation for Game Audio Implementation
I’ve just released the first episode of a new YouTube tutorial series focused on practical Wwise implementation using Audiokinetic’s CUBE demo game. This initial episode is intentionally unglamorous. There’s no sound design yet, no creative processing, and no middleware tricks. The goal is to establish a clean, reliable setup so that everything we do later behaves predictably. In my experience, a large number of problems people run into with Wwise aren’t caused by complexi
Yiğit Türk
Jan 82 min read


Why Most Mixes Fail Before Mastering Even Starts
Mixing and mastering are often treated as two separate, almost mystical stages of production. In reality, most mastering problems are simply mix problems that weren’t addressed early enough . If a mix doesn’t translate, mastering can only compensate so much. Loudness, clarity, and balance are determined long before a limiter touches the signal. This post isn’t about shortcuts. It’s about understanding where mixes actually fail , and how to avoid building those problems into y
Yiğit Türk
Jan 82 min read


The Art of Mastering: Why It Matters and How It’s Done
When producers talk about finishing a track, most think of arranging, mixing, or adding that last synth layer. But there is one final...
Yiğit Türk
Aug 31, 20252 min read
bottom of page