-
A runtime system that makes audio behave intelligently in software.
-
Software that sits between your game/app and the low-level audio engine.
-
There is no direct open-source equivalent to FMOD/Wwise with the same feature level.
Using an Audio Middleware
-
Without middleware:
-
Developers manually code audio logic using low-level APIs (OpenAL, WASAPI, CoreAudio, etc.)
-
Audio designers depend on programmers for every change
-
-
With middleware:
-
Designers build audio behavior visually (events, parameters, states)
-
Programmers integrate the middleware once
-
Audio becomes data-driven instead of hardcoded
-
How it works
-
Middleware is not βplay sound(filename)β.
-
It is:
Event: Footstep
- surface type = metal β sound set A
- speed > 5 β add layer B
- stamina < 20% β pitch down
- random variation
- spatial rules
- mixing rules
-
The game engine does not decide sounds; it publishes game state and events.
-
The game engine should not think:
-
which sound to play
-
how loud it is
-
how it blends
-
how it transitions
-
-
It should think:
-
what happened in the game
-
what continuous state exists
-
what semantic data FMOD needs
-
-
The game engine designs an API like a telemetry system.
-
Game Engine should do something like:
-
FMOD initialization
-
Bank loading
-
Event registry
-
Parameter registry
-
Threading policy
-
Memory policy
-
FMOD
Wwise
-
Older, some Triple-A studios use it.
Elias
-
Less common
Fabric
-
Older Unity middleware
CriWare (CRI ADX / Atom)
-
Popular in Japan