Soon to follow: comprehensive videos and documentation on our other technologies. Stay tuned!
Posts by SweejTech
Rather than juggling separate systems, everything (loudness prioritisation, attack and release ballistics, HDR modes, and culling), lives in one place. A shared decibel domain that feels natural and transparent from the moment you start working in it.
Alongside the updated docs, a suite of videos is being released. We've just uploaded our HDR series, an overview of how our implementation brings HDR mixing, auditioning, and optimisation into a single, cohesive workflow.
We're in the midst of building out comprehensive documentation, thanks to the fantastic efforts of Richard Stevens. Check out our HDR playlist here: www.youtube.com/watch?v=MZhO...
The GPU raytraced propagator has been unleashed within @audiokinetic.bsky.social's Wwise!
Hey everyone. We're in the final stretch on development for SweejTech's GPU raycast propagation system. Our API is designed to work with any audio middleware, including Wwise and FMOD, joining our existing compatible products. We'd love to hear from you, would you be interested in testing?
We found the SweejSpot!
Bird sounds on trees, rattling windows after explosions, automatic forest detection, contextual ScatterSpot placement. One system, endless possibilities.
#GameAudio #UnrealEngine #SoundDesign
Thanks to the folks at Sandfall for the shoutout!
"We’ve made extensive use of SweejTech’s Audio Inspector, a tool that I keep constantly open. It’s like a mini profiler always on hand. It’s extremely useful for quickly checking what’s playing in real time."
www.asoundeffect.com/clair-obscur...
Congratulation to Bulkhead Games on the announcement for WARDOGS. With audio powered by SweejTech! www.youtube.com/watch?v=OCnE...
Control distance and rotation or do randomization, set up repeat triggers, layer multiple sounds, and save your setups as reusable assets.
Sick of waiting through long iteration times just to test game audio? Let Albin guide you through SweejCanvas!
We built SweejCanvas so you can audition your sounds fast in the context of your game, both in viewport and at runtime!
www.youtube.com/watch?v=XmqP...
There were a few titles announced last night making great use of SweejTech in their pipelines. One of them was NO LAW, and we’re genuinely excited to finally share this one with the world.
You can try all the technologies now for free for 3 months, with all license information available here sweej.tech/license/ reach out to us directly by emailing hello@sweej.tech for any questions
Everything here comes back to our core aim: letting sound designers focus their energy on creating great audio, not wrestling with workflow or worrying about performance. Highly optimised at runtime, plug-and-play at authoring, and always built to stay out of your way.
our super-fast sound-centric worldised reverb, and a handful of other new technologies we’re excited to share.
youtu.be/53YZxB-BQi0
As the year winds down, we wanted to showcase a few new unannounced technologies alongside fresh updates to our announced work. Including industry-first Spectral HDR, the next stage of our GPU-driven obstruction system, evolving into a full acoustics solution,
Huge thanks to everyone we met at #GameSoundCon last week. The chats were inspiring. Keep making great sound!
For everyone that asked here is all the info you need to get our free evaluation license sweej.tech/license. Reach out to hello@sweej.tech if you have any questions!
#GameAudio
The roster keeps growing! Grab us at GameSoundCon or reach out to hello@sweej.tech if you want to hear more. #GameAudio #GameSoundCon #UnrealEngine
Check out Weaver talking about two key aspects of our ambience plugin: distance-based crossfades between ambience zones AND testing it all in the viewport—no game launch needed!
www.youtube.com/watch?v=fIuR...
#GameAudio #UnrealEngine5 #ue5
@jaysteen.bsky.social's talk at Unreal Fest 2025 on building audio technologies within the Unreal Engine is now available on YouTube, enjoy! www.youtube.com/watch?v=3jIE...
Sweet Justice Sound has been named one of GamesIndustry.biz’s Best Places to Work for 2025
What makes this extra special is that it’s an independent award, based on anonymous surveys that every member of our team fills out, covering company direction, leadership, culture, and overall wellbeing.
Putting the final touches on before release. Want to give it a spin? Let us know! #GameAudio #UnrealEngine5 #ue5
Feel free to mail hello@sweej.tech to get something organised!
🎮🎵We're heading to GameSoundCon! ✈️
If you want some hands-on time with the SweejTech tools or just have a chat, let us know!
#GameSoundCon #GameAudio
With Static Mode and the HDR Toolbar, HDR now adapts to your workflow, supporting classic narrative and traditional mixing while retaining dynamic power. Check out the video for more information, youtu.be/SjTWqBoEObQ or visit the blog for some examples on how this works sweej.tech/blog/2025-hd...
We also heard you like curve editors
We heard you like faders
Catch my Session at Unreal Fest Orlando 2025, June 2 - 5
📢🎧 Hey #GameAudio folks! If you're going to be at #UnrealFest Orlando in a couple of weeks, come along Wednesday 4th at 9am and catch my talk about how to get the best of Unreal Audio:
🔊 Amplifying the Unreal Audio Engine With Extensions and Plugins 🔊
Looking forward to seeing you there 🙌
New tutorial: How our Audio Tracer component automatically creates realistic sound reflections based on surrounding geometry. www.youtube.com/watch?v=kecf... #gameaudio #gameaudiodev