User Guide (Version 1.14)

Adding Audio and Sound Effects

Lumberyard uses an audio translation layer (ATL) to interface between Lumberyard and third party audio middleware, so you can change your audio implementation without affecting the game logic. ATL events trigger in-game sounds, which then trigger audio implementation events that notify the audio middleware to play the specified sounds.

Lumberyard supports Audiokinetic Wave Works Interactive Sound Engine (Wwise), an audio pipeline solution with which you can create compelling soundscapes for your game. Lumberyard also supports 3D audio plugins for Wwise, which enables you to create an immersive sound experience in your game. For information about how to install Wwise and 3D audio plugins, see Installing Audiokinetic Wwise and 3D Plugins.

Lumberyard also supports a free "compact" version called Wwise LTX. The runtime SDK for it comes pre-configured with Lumberyard. For more information, see Installing Audiokinetic Wwise LTX.

The audio system consists of the following elements:

  • Sound banks – Compiled sound files and metadata

  • Project files – All files related to your project for the middleware authoring tool

  • Game audio libraries – XML files that define the mappings (both global and level-specific) between game-side ATL audio controls and middleware data

For information on audio entities, see Audio Entities.