Creating Game Audio Explained

In this Groove3 video tutorial series, sound design guru Gary Hiebner shows you what you need to know to get started on creating audio for the incredibly lucrative gaming industry.

Videos
Introduction (02:28) - In this video, Gary gives an introduction to game audio and how it differs to other new media with its dynamic approach.
Game Sounds Overview (02:21) - Gary goes through the different types of sounds you'll find in a game.
Designing an Ambient Background Sound (13:38) - This video gives you walkthrough on how to design an ambient game background sound.
Seamless Backgrounds Loops (10:55) - In-Game Audio looping backgrounds are quite common, Gary shows you how to create seamless loop with your backgrounds sounds.
Designing a Musical Background (09:41) - This video looks at how to design more musical background sounds.
Creating Vertical Layering (06:04) - Here, Gary explores how you can create sounds from a vertical music approach with your arrangement.
Designing Unique Sound Effects (10:38) - This video takes a look at how to design other game sounds, like gunshots.
User Interface & Achievement Sounds (07:02) - Gary explores how to design user interface and win or lose achievement sounds for your game.
Game Engines (02:28) - Gary quickly goes through the different game engines available and how we can use them.
Installing Wwise (05:42) - Here, Gary takes a look at how to Install Wwise, the audio middleware tool.
Creating Work Units (05:17) - Gary dives into creating Work Units in Wwise.
Randomizing Sounds (06:50) - Gary shows you how to randomize a selection of sounds in Wwise using the Random container.
Designing Sequenced Sounds (04:14) - his video shows you how to sequence your audio with the Sequence container in Wwise.
Creating Wwise Events (02:28) - In this video, Gary creates Wwise events, and adds play itms for the different containers in the Wwise project.
Using Blend Containers for Transitions (06:41) - Gary shows how you can create a blender track, and then blend seamlessly between two tracks with this Blend Container.
Using the Interactive Music Hierarchy - Pt. 1 (10:17) - Here, Gary show you how powerful Wwise can be with the tempo and time embedded data.
Using the Interactive Music Hierarchy - Pt. 2 (08:38) - This video picks up where part 1 left off, and shows you how to set up a vertical track arrangement.
Using Switches & Switch Group (08:01) - Here, Gary explores Switch Groups and Switches and how they can be used to switch between audio assets on the fly in a game.
Testing with the Soundcaster (05:57) - Learn to how to test out the Soundcaster tool and how it can be used as a prototype tool to test all your sounds the game.
Exporting Sounds (10:24) - In this video, Gary explores how to export the music to different platforms, like Windows, and iOS, which can then be handed onto the game designer.