Audio Integration

Getting audio into the game: middleware events, runtime mixing and the logic that decides which sound plays when.

This is the implementation half of game audio. Postings name Wwise or FMOD, event and bus structures, parameters driven from gameplay, and the integration into Unreal Engine or Unity - in Unreal often through Blueprints. The work includes the runtime mix: priorities and voice limits, attenuation, occlusion, ducking under dialogue, and memory and streaming budgets that a console or a phone will not negotiate about.

Debugging is a named part of the job. A sound that never fires, a loop that clicks, a music transition that lands a beat late - finding those means reading the state the game was in, not the waveform. Profiling tools and a habit of checking on target hardware come up in the requirements for that reason.

Sound Design is about creating the material, Audio Engineering about recording and processing it. This skill decides how that material behaves once a player is in control.

Where these positions are: Kraków (1 position), Munich (1 position)