Good of you to start exploring FMOD and Wwise! According to a Gamasutra game developer survey published in September 2014, only 22% of game music composers also did integration and other technical work (
source). Granted, the survey had a low number of respondents (33), but it's interesting to see nonetheless.
Advantages to working with middlewareProviding integration through middleware like FMOD or Wwise has a number of advantages, both for you and your client. In short, using middleware allows for better quality audio, easier implementation and more flexibility. Or, to list things, with middleware, we can:
– Deliver audio in coded format;
– Create audio that is responsive to the game (including interactive music!);
– Configure the parameters necessary for realistic in-game audio behaviour;
– Save valuable programmer time;
– Flexibly revise audio according to client wishes and project changes;
– Efficiently guard the audio asset budget;
– Easily prevent monotony and repetition in audio.
To be fair, all of the above can be done without middleware, too. Of course. It's just that middleware makes things a lot easier and more user-friendly. That may seem irrelevant (who cares about tools being easy to use?), but I've found that the easier tools are to work with, the better they stimulate your creativity.
What middleware to start with?So how to get started? I've received mixed signals about which middleware to learn working with. Overall, FMOD seems to be more accessible than Wwise, if only for the silly reason that Wwise is set up to work in a team environment: for some features, I've heard, you'll need the team's director to grant access. If you're trying to explore the program, you don't really want to go through the hassle of making yourself director. Wwise, made by two former Ubisoft employees, is made to work in a team environment. As useful as that can be in team environments, it can be impeding when you're on your own.
If you're aiming high, start with FMOD and get to know Wwise on the way. I talked to Olivier Derivière (AC IV: Black Flag - Freedom Cry) on a conference last year, who mentioned that while FMOD is more accessible, Wwise has more possibilities and functionalities. FMOD is generally seen as the more user-friendly of the two, and that makes it easier to learn, especially if you've never worked with middleware before.
One thing to be aware of: FMOD has two relevant versions, FMOD Studio and FMOD Designer. FMOD Designer is the older and now unsupported but stable and established version of the software. FMOD Studio is newer, better etc., but not quite as stable yet as Designer. It's constantly getting updated however, so it should become as stable as Designer in no time. Myself, I'm currently working with Studio, and hey, it's great; I've yet to run in stability issues, although I'm sure I've still but scratched the surface!
How to start learningBoth FMOD and Wwise have extensive video tutorials on YouTube. Check out Wwise creator Audiokinetic's YouTube account
here (or, because there's a ton of video's to search through: the first video in their tutorial series
)! FMOD developer Firelight Technologies publishes tutorials on
this YouTube account (again, first video
). As you may notice from the overview, FMOD seems to have more recent video's.
Wwise offers a short video on integration in Unreal Engine (found
here), while FMOD integration in UE is covered in a video series, allowing you to learn not just about FMOD, but also how to code your sounds into the game engine. You'll find the first video in that series
here.
Unity is also covered in some tutorials. Wwise and Unity are covered
here, FMOD and Unity
here.
Be aware that while both Audiokinetics and Firelight Technologies are keen on making information about their programs widely available to learners like us, they also know how to leave you thirsty for more information. To that end, they offer paid courses, in which they guide you through the depths and details of their respective programs. For example, CRAS offers a course on Wwise
here (which is free to take; only the actual certification exam is paid for), while The Sound Librarian (who also does some of the FMOD YouTube tutorials) offers his online course
here. Both courses are considered official certification courses, and, while expensive, quite useful. I'm currently halfway through my FMOD 101 course, which not only explains in detail how to use FMOD, but also gives interesting insights in the game and game audio industry. Highly recommended! Enrolling in the course also gives you access to specific forum where FMOD users discuss ideas, issues they run into etc. It's a friendly and informative environment. (:
I'm sure there are many forums on which to discuss all things related to middleware. As the topic is relevant to us game audio designers, I don't see why we shouldn't discuss that here in TIGSource\Audio, too. So ask away! (: