Wwise + CUBE: Setting Up a Clean Foundation for Game Audio Implementation
- Yiğit Türk
- Jan 8
- 2 min read
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 complexity, but by inconsistent setup choices early on.
What This Episode Covers
The video walks through the full preparation process step by step:
Creating an Audiokinetic account
Installing Wwise via the Launcher
Downloading and running the CUBE demo game
Removing the default sound banks
Creating a new Wwise project that matches the correct CUBE version
Setting up SoundBank paths properly for macOS and Windows
Locating and organising the lesson materials
By the end of the episode, you should have:
A silent version of CUBE ready for implementation
A Wwise project correctly linked to the game
SoundBank paths that won’t cause issues later
This setup is the foundation the rest of the series will build on.
Why I’m Starting Here
It’s tempting to jump straight into implementation, but middleware workflows are unforgiving when the basics aren’t aligned.
Version mismatches, incorrect SoundBank paths, or leftover default assets can lead to bugs that are difficult to diagnose later. Spending time here makes everything that follows simpler, faster, and more reliable.
This is especially important if you’re learning Wwise for:
Game audio portfolios
Interactive audio fundamentals
Professional middleware workflows
What’s Coming Next
The next episode moves into first sound implementation.
We’ll start replacing CUBE’s audio with our own assets and look at how events behave in practice once they’re wired up correctly.
The series is designed to progress logically, with each episode building directly on the last. There’s no filler and no assumption that you already know how things “should” work.
If you’re interested in the implementation side of game audio and want to understand Wwise as a system rather than a collection of features, this series is meant to reflect how the tool is actually used in production.
You can watch the first episode on the channel now.


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