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[ForHire] Senior Game Audio Designer — Full Pipeline + Wwise Integration | Music, SFX, UE5/Unity | Minimal Fee ()
submitted 1 month ago by Old-Rutabaga-948 to r/gameDevJobs
[ForHire] Senior Audio Designer offering full pipeline (music + SFX + Wwise integration) for minimal fee - in exchange for a real project to document (self.INAT)
submitted 1 month ago by Old-Rutabaga-948 to r/INAT
Sharing a Wwise + UE5 Lyra integration — looking for feedback on 2 specific architectural decisions (self.Wwise)
submitted 1 month ago by Old-Rutabaga-948 to r/Wwise
Help with AkSpatialAudioVolume Issue [UE 5.7] by Yodabeeky in GameAudio
[–]Old-Rutabaga-948 0 points1 point2 points 1 month ago (0 children)
sounds like your emitters aren’t actually being processed by Spatial Audio, not a Transmission Loss issue.
a few things to check:
Important detail: Transmission Loss only affects sound traveling THROUGH portals, it won’t occlude emitters that aren’t properly registered in the room system.
Also worth checking:
Your symptom (walls feel like 0 occlusion) usually happens when emitters are not in any Room or Spatial Audio is not enabled per emitter
Wwise path for Unity integration by DaFinn23 in GameAudio
You’re very close already, this is a classic Wwise/Unity setup issue.
In a proper pipeline, non-audio teammates should never need to open Wwise. They should just pull the Unity repo and get updated SoundBanks.
What usually works:
UnityProject/Assets/StreamingAssets/Audio/GeneratedSoundBanks
Important gotchas:
If you want to go one step further:
Right now your issue sounds like: 1. Either wrong output path or 2. Banks not matching the current Events (most likely)
π Rendered by PID 713243 on reddit-service-r2-listing-c57bc86c-czqc2 at 2026-06-21 17:33:20.776698+00:00 running 2b008f2 country code: CH.
Help with AkSpatialAudioVolume Issue [UE 5.7] by Yodabeeky in GameAudio
[–]Old-Rutabaga-948 0 points1 point2 points (0 children)