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  1. Game Audio 3
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Game Audio 3

Implementation

Chapters

  • Implementation – Introduction
    • What Does Implementation Involve?
    • Audio Middleware
    • Hobart's Forest Adventure – Installation
  • Implementation - Theory And Practice
    • Wwise – The Project Explorer And Its Contents
      • Sound Banks
      • Events
      • Audio Containers And Mixer Structures
      • Game Syncs
    • Final Exam Part 4.1: Dialog Implementation
    • The Containers
      • Container Nesting
      • Loops
      • Parent Objects and Child Objects
    • Positioning
    • Understanding the Parameter Sheet
      • Using Game Syncs
    • Effects and Sends
    • Final Exam Part 4.2: Sound Effect Implementation
    • Interactive Music
      • Tempo and Time Signature
      • Loops and Reverb Tails
      • The Music Playlist Container
      • The Music Switch Container
      • Transitions - Part 1
      • Transitions - Part 2
    • Final Exam Part 4.3: Music Implementation
  • Implementation - Mixing
    • Loudness
      • Points Of Reference
      • Attenuation
    • Panning
    • Voice Properties
    • Use of effects
    • Automation
    • Reverbs
    • Approach and practice
      • The Wwise Mixing Desk
      • Offline Mixing with the Soundcaster
      • Online Mixing
    • Final Exam Part 4.4: The Mix
  • Theoretical Exam
  • Additional Chapter: Audio Formats and Profiling
    • RAM vs CPU - Part 1
    • RAM vs CPU - Part 2
    • Profiling
  • Final Chapter

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HOFA-College
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