2014-07-11 16:46:03

Hello Everyone,

I was just wondering which game audio software is the most widely used in the industry?

FMOD Studio OR Wwise?

In other words, if I get a game audio job from a game company and if I generally use FMOD Studio for example, would the game company want me to use Wwise instead of FMOD Studio?

Do I have to learn both softwares in order to get jobs in the game industry?

Thanks upfront for your thoughts about this....!!!

2014-07-12 15:04:43

Hi.
In the audiogame industry, people wouldn't mind what sound editing software you're using.

Best regards SLJ.
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2014-07-13 23:20:39

Hi,
Unless I'm understanding this wrong, you're asking a question that would be better asked on somewhere like gamedevs.net (or whatever it is). this is a forum about audio games and blind people, not about main stream development.
However, I am able to answer your question. FMOD is more widely used, but it depends if you're an independant and have a license, or if your employer has a wide-development license. As for the other, I've never even heard of it, which just goes to show that FMOD would probably be better.

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2014-07-15 07:53:44

Hello,
You can get a better answer in the development forum
here
FMOD is probably the most mainstream sound library, but IDK how accessible it is.

2014-07-17 13:22:56

Hi,
FMOD is good. ... If you have a lot of patients. And I do mean a lot.
It takes up to 6 lines of code to intialise, and that's if you're not using 3d sound .Personally I prefer SDL and SDL.NET.

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2014-07-17 13:45:10

It's a bit weird that the guy who made this topic hasn't posted sinse then. smile

Best regards SLJ.
Feel free to contact me privately if you have something in mind. If you do so, then please send me a mail instead of using the private message on the forum, since I don't check those very often.
Facebook: https://facebook.com/sorenjensen1988
Twitter: https://twitter.com/soerenjensen

2014-07-17 14:25:02

Ask in a forum like gamedev.net, check the job offers from your favorite games companies and note their requirements for audio designers, learn both tools to show your employer that learning a new tool is not an obstacle for you (some companies are probably using their own tools anyway). Wwise have an Unity plugin so you can probably experiment Wwise without investing lots of time on the C++ SDK (unless you are really interested).

Wwise is not only an audio engine but also an authoring application for audio designers (FMOD Studio might be similar). Wwise is supposed to make a clear division between the developers and the audio designers. With the SDK, the developers initialize the audio engine and send the events that the audio designers will render with the authoring application. The audio designers can design, experiment and test the audio while the game isn't coded yet.

The positional audio is surprisingly not completely included in the freely available package. The developer have to send the distance as a parameter to be rendered with an attenuation filter. The direction isn't managed at all and the developer have to make his own computations to render direction, unless using an additional "kind of HRTF" module which is not free even for free projects. This is probably not a problem for a game company.

I don't think that the authoring application is accessible to the blind, but I'm not sure. Developing with this engine requires at least some C++ programming and wrapping which costs lots of time, unless you use Unity and the Wwise plugin. This is probably not a problem for a game company either.