Wwise Music Integration Prototype

To preface this, the music samples in this video are not made by me. I only cut together and mixed them to provide proper intro/outro/transition sections, as well as loops in line with the requirements.

This was a test to see how well a music system would work within a game prototype. The music was to switch between 5 states – intro & outro sections and low/mid/high intensity variants forming the active body. The music sections were to transition between each other seamlessly and keep following a set timing throughout.
For this, I used the Interactive Music Hierarchy section within Wwise to populate the project with the mixed sounds and set up their timing, adding in transition stingers (entry/exit cues) in the end to help with the task. The states were triggered/switched using a Game Sync parameter that an Unreal Engine blueprint referenced afterward.
To help illustrate the end result, I set up a simple room in Unreal Engine, based on the 3rd person character example map. I used door frames as triggers to switch between the states, adding in a smoke particle effect for each to indicate which state the system was swapping to next. Finally, added in a button on the side to transition into an ‘Empty’ state, so as to simulate the music stopping completely.