The 3 Best and Worst Technical Audio Systems from The Ascent.
summary
UE4 and Wwise systems get concrete numbers and code tricks: reduced 1,300 Ak components to ~80–90 with scoped groups (demoing limits 16→3→1), a GameState AC event replication station that multicasts postForce replicated AC events to fix server/client gaps, and a blueprint that saves environmental Stingers single-use volume state to the player save. Mixing uses 300+ Wwise meter effects controlling 96 RTPCs and active-enemy counts to duck or cap enemy weapon tails. One ugly hacking bug uses GetAllActorsOfClass on crouch (later replaced).
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chapters (10)
- 0:00Introduction
- 2:24Speaker introductions
- 3:09Weapon sound design
- 9:50Audio component management
- 15:58Environmental sound design
- 23:23Questionable audio implementations
- 26:32Music and cutscene sync
- 35:10Advanced mixing techniques
- 44:12Key takeaways
- 44:54Q&A
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