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docs: Wwise audio integration analysis#27

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docs: Wwise audio integration analysis#27
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docs/wwise-audio-integration-analysis

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@gimploo gimploo commented Jul 5, 2026

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Summary

Analysis of the ExplorationSystem_ASK Wwise project (v2025.1.6) and a proposed strategy for integrating its content into poglib without using the Wwise SDK at runtime.

Approach

Treat Wwise as a composition/design tool only. Parse its XML project files () at startup to understand the music arrangement (segments, tracks, clip timings, fades, crossfades). Load the referenced WAV files from Originals/ and play them through a new lightweight SDL2 multi-track mixer.

Key Findings

  • The project is a procedural ambient music system with 3 segments (Intro, Ambience Main, Impact) and a stinger trigger
  • 66 BPM, PCM 48kHz, 6 simultaneous stems (Bass, Groove, Shimmer, Pads, Melody)
  • Playlist: Intro → Ambience Main (infinite loop) with 3s crossfade
  • All audio assets are WAV files organized in Originals/SFX/Team 3 - AMBIENCE ASSETS/

Proposed Files

File Purpose
audio/mixer.h SDL2 callback-based multi-track mixer with per-stream volume control
audio/wwise_parser.h Minimal XML tag scanner for Wwise project files

Next Steps

The analysis is complete but no implementation has started yet. When ready, the integration sequence is:

  1. Build audio/mixer.h
  2. Build audio/wwise_parser.h
  3. Wire into application.h
  4. Drive stream volumes from gameplay

See the full document at docs/wwise-integration-analysis.md for details.

Records the analysis of the ExplorationSystem_ASK Wwise project and
proposes an integration strategy for poglib that:
- Treats Wwise as a composition/design tool only
- Parses .wwu XML files at startup for arrangement data
- Uses a lightweight SDL2 multi-track mixer for runtime playback
- Avoids the Wwise SDK entirely
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