3 ms·
Speaking from a developer-manager & developer-experience point of view, using Wwise was awful for us -- it remains one of the worst decisions we made on our deb
by adanto6840 5y ago
Speaking from a developer-manager & developer-experience point of view, using Wwise was awful for us -- it remains one of the worst decisions we made on our debut game release. I'm sure it's great for larger studios/shops or for AAA budget titles, but it was a nightmare for our small team.
Stuff like rare crashes on certain semi-obscure hardware, where the crash dumps clearly indicated issues deep within the Wwise (native code) stack, were extremely difficult (or impossible) to debug. Wwise provides zero support for their base licensing fee, you have to pay for service on top of licensing to get any support at all.
Their Unity "SDK" / user-land code was awful, too, and basically had to be 80% rewritten to be usable at the most moderate level of scale. That's more of a gripe, working with their native side more directly wasn't that bad -- and they've perhaps improved their default C#/user-land code since then.
Another grip is that WWISE devs/designers/engineers are expensive, and making any change requires firing up their application.
Overall, the entire experience was poor, especially since we paid for the privilege. My advice would be that you can't seriously consider WWISE for your project unless you have an audio engineer on staff and intend to keep them on staff for the duration of your project (plus a year or two for support).
TLDR: IMO Wwise may be a solid product, but only for projects with a minimum budget of approximately 7 figures.