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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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