Wwise + CUBE Tutorial – First Sound Implementation (Episode 2)

Wwise + CUBE Tutorial – First Sound Implementation (Episode 2)

Episode 2 – First Sound Implementation (Wwise + CUBE) In this episode of the Wwise + CUBE tutorial series, we implement our first sound into the CUBE demo game using Audiokinetic Wwise. This episode focuses on understanding the basic implementation pipeline rather than polish. We create a correctly named event, connect it to audio objects, assign it to the appropriate SoundBank, and verify that the sound is triggering correctly in-game. The goal here is to understand how audio flows from Wwise into the game, and how small structural decisions affect the final result. In this episode: • Creating events that match CUBE’s hardcoded calls • Importing and organising audio assets in Wwise • Assigning events to SoundBanks correctly • Generating SoundBanks and testing in-game • Layering sounds using timing and delays • Stereo positioning and basic panning • Adding variation with pitch randomisation This series is focused on practical Wwise implementation, building each episode on top of the previous one. The next episode will move into context-based behaviour using switches and variation systems.