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Posts by DamianKastbauer

Reminder: Speaking at Stanford this Thursday, planning to share some sound breakdowns and discussing why biophony matters. Come for the sound, stay for the science, and watch the screening of two episodes (one of which may not be airing yet)!

2 days ago 11 4 1 0
Portland Game Audio Group Meetup 2026 April!

Portland Game Audio Group Meetup 2026 April!

Portland #GameAudio Group Meetup - April!

4 days ago 19 1 0 0

Stomping along this week: Metric - Live it Out/ Old World Underground, Sleep - The Sciences, Purity Ring - Purity Ring, Super Pattern - SPII, VSS Club - VSS Club, Ilyas Ahmed - A Dream of Another, Bad Stuff - Bad Stuff, Colleen - Libres Antes Del Final, datassette - Tanz Mit Mir

4 days ago 1 0 0 0
Massive Attack / Tom Waits - Boots on the Ground
Massive Attack / Tom Waits - Boots on the Ground YouTube video by Massive Attack

www.youtube.com/watch?v=L-57...

4 days ago 3 0 1 0
Video

It's Friday, TURN IT UP! #BootsOnTheGround

4 days ago 9 1 1 0
Massive Attack / Tom Waits - Boots on the Ground
Massive Attack / Tom Waits - Boots on the Ground YouTube video by Massive Attack
5 days ago 4 1 0 1
Our Sonic Landscape - A Game Audio Conference

18 days till Our Sonic Landscape kicks off. our sweet little #gameaudio conference here in Vancouver. who am I going to see there?

www.oursoniclandscape.com

6 days ago 9 3 1 1
Preview
vss club - album preview, by VSS CLUB 3 track album

Pleased to get the first three tracks from our upcoming release published on Bandcamp! Me and @stef-animal.bsky.social have been having fun making these for some time. Gritty, pretty psychelectronic floof.

vssclub.bandcamp.com/album/vss-cl...

1 week ago 9 3 0 0
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“…maybe the best fritter…” !!! 🤯✨🙌

6 days ago 1 0 0 0

This is a chance to bring feedback about the Media Pool in Wwise and the Similar Sound Search feature next week!

👉 Join our focus groups to share your thoughts: hubs.ly/Q04bF5yZ0

6 days ago 5 1 0 0
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Listen to the music of the cards in Divinuet, where deterministic music accompanies tarot readings 👁️🔮🎶

Wishlist on Steam now!
store.steampowered.com/app/4565530/...

1 week ago 69 36 7 9
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One screen, two listeners 🎧👥

At #Wwise Tour Montreal 2025, Philip Eriksson and Joakim Enigk Sjöberg from the Hazelight audio team shared an intimate look at the dual-listener philosophy behind their latest game, Split Fiction.

Watch now: hubs.ly/Q0495cWC0
#GameAudio #SplitFiction #Hazelight

1 week ago 9 1 0 0

First listen was unsure, second listen was half-asleep and incredible. It remolded my perception of hearing. I need to revisit again soon…

1 week ago 1 0 1 0

✨💯✨

1 week ago 1 0 0 0

Spun it this morning, organ and strings breathing. Sublime! Did you try her other collab w/ Drew McDowell?

1 week ago 1 0 1 0
Will Eisner (onomatopoeia) Northwest Museum of Comic Arts - RING

Will Eisner (onomatopoeia) Northwest Museum of Comic Arts - RING

Will Eisner (onomatopoeia) Northwest Museum of Comic Arts - BANG

Will Eisner (onomatopoeia) Northwest Museum of Comic Arts - BANG

Will Eisner (onomatopoeia) Northwest Museum of Comic Arts - BEEP

Will Eisner (onomatopoeia) Northwest Museum of Comic Arts - BEEP

Will Eisner (onomatopoeia) Northwest Museum of Comic Arts - Crak

Will Eisner (onomatopoeia) Northwest Museum of Comic Arts - Crak

The Spirit of Will Eisner (onomatopoeia edition) @nwmoca.bsky.social Portland, OR

1 week ago 3 0 0 0
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The boom baps: Seefeel - SolHz, Revolver - Cold Water Flat, Luke Wyland - Kuma Cover, Nico - Chelsea Girls, Daisy Rickman Howl, Smashing Pumpkins - Mellon Collie, Smith - Louder Than Bombs, His Name is Alive - Stars on ESP, Stereolab - Instant Holograms

1 week ago 3 0 1 0
Video

It took too long to get here but, it's Friday...TURN IT UP!

1 week ago 4 0 1 0

Real, also a great example of a mobile game that is better with audio ON!

1 week ago 1 0 0 0
Creating a Scalable VO System in Unity Using Wwise External Sources

Creating a Scalable VO System in Unity Using Wwise External Sources

This week on the blog, Mason Victoria walks us through a simple setup for using #Wwise External Sources in #Unity, with a downloadable project!

👀 Give it a read: hubs.ly/Q04bnhcC0

#GameAudio @masonachu.bsky.social

1 week ago 9 2 0 0
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From tape recordings to hymn-inspired cult themes, we caught up with BAFTA award-winning composer Wilbert Roget, to explore the haunting sounds behind Pacific Drive: Whispers in the Woods.

🗞️ Read here: www.lacedrecords.co/blogs/blog/w...

@wilbertroget.bsky.social @ironwood.bsky.social

1 week ago 40 7 0 1

New blog post about the sinister sounds of Pacific Drive: Whispers in The Woods.

1 week ago 17 2 0 0
Monument Valley 3: Tonality, Playfulness and Meaningful Sonic Interaction | Wwise Tour Montreal 2025
Monument Valley 3: Tonality, Playfulness and Meaningful Sonic Interaction | Wwise Tour Montreal 2025 YouTube video by Audiokinetic

Wow, masterclass at the intersection of #GameAudio & #GameMusic from @toddbakersounds.bsky.social - Monument Valley 3: Tonality, Playfulness and Meaningful Sonic Interaction | Wwise Tour Montreal 2025 youtu.be/RFYPhag5dl8?... ✨ @audiokinetic.bsky.social

1 week ago 18 2 1 0
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Me talking 'very seriously' about @ustwogames.co.uk Monument Valley at MIGS last week 🧐

Such a positive few days in snowy Montreal. Thanks again to the @audiokinetic.bsky.social team for the invite and hospitality - and to everyone that gave such nice feedback and messages about the talk 🙏

5 months ago 9 1 1 0
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In order meet our aim of developing the diversity of game audio personnel, and to widen participation in the practice, we do not think that your financial position should stop you from attending the Game Audio Symposium.

That's where our 'Access Fund' comes in!

forms.gle/BeopXLHtZWxm...

1 week ago 4 4 1 0
Preview
Game Audio Playthrough #48 - Mind Diver, Thu, Apr 9, 2026, 6:30 PM | Meetup **Game Audio Playthrough #48 - Mind Diver** Take a dive into the mind of sound designer Fanny Wree Albrektsen when she tells about the newly released game Mind Diver - a m

REMINDER that Game Audio Playthrough featuring the audio of Mind Diver is on for tomorrow at the Ghost Ship Games offices in Copenhagen.

Sign up here: www.meetup.com/game-audio-p...

See you tomorrow.

#gameaudio #dkgame

1 week ago 1 3 0 0
Our Sonic Landscape - A Game Audio Conference

Our Sonic Landscape is the first game audio conference I'm organizing (along with Rachel and Em) in Vancouver. is this VanCity's first game audio con? possibly! lots of my #gameaudio community out there in the city that I know don't have tickets yet. hope I see you there.

www.oursoniclandscape.com

2 weeks ago 19 10 1 0
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To all who celebrate 🥔🧀✨

2 weeks ago 4 0 1 0

This would make a fun (compensated) Technical Sound Design test for employment. Great description!

2 weeks ago 1 0 0 0
Your assignment is to import those recordings into Wwise, edit them so as to separate the long files into smaller, more meaningful units, and create roughly 20-30 different audio assets for use in a game.


Then, using those assets, you are to create one event: "Forest_Ambience" that when triggered, will cause various intensities of bird sound to play. You'll use an RTPC tied to Voice Volume to drive which sounds play at which intensity levels -- I highly recommend setting the minimum value of the RTPC to 0 and the maximum value to 6.0, leaving you with five useful values after accounting for an “off” value of zero, which should be ordered from “least amount of bird sound” to “comical cacophony of avian animals.” 


Your event should have five different intensities / densities of bird canopy sounds, each of which can be stepped to in real-time, governed by the RTPC value. You do not have to define exactly how a fictional video game would shift this RTPC value around. For some examples, Genshin Impact does this by counting the number of trees around the player avatar, and Ghost of Tsushima (as you saw briefly, earlier in the term) does it by determining distance from the end of the type of area you're currently in (plains, forest, etc.) The point is that each of them uses an RTPC to drive the soundscape, and that's what you'll do here.


When the event is triggered, there should be a continuous, looping flow of sound (not unlike the heartbeat sound from earlier in the term). The only parameter you should have to change to adjust anything within your bird canopy is the RTPC value determining how far into your forest you are. 


Please note that the RTPC curve should be shaped like stairsteps and not be a smooth curve; in other words, setting the value to 3.5 should be meaningless (or simply mean “between 3 and 4.”) You will be graded on each of your five intensity levels of canopy, and show Dr. Thompson each one in ascending order before you leave class for the day.

Your assignment is to import those recordings into Wwise, edit them so as to separate the long files into smaller, more meaningful units, and create roughly 20-30 different audio assets for use in a game. Then, using those assets, you are to create one event: "Forest_Ambience" that when triggered, will cause various intensities of bird sound to play. You'll use an RTPC tied to Voice Volume to drive which sounds play at which intensity levels -- I highly recommend setting the minimum value of the RTPC to 0 and the maximum value to 6.0, leaving you with five useful values after accounting for an “off” value of zero, which should be ordered from “least amount of bird sound” to “comical cacophony of avian animals.” Your event should have five different intensities / densities of bird canopy sounds, each of which can be stepped to in real-time, governed by the RTPC value. You do not have to define exactly how a fictional video game would shift this RTPC value around. For some examples, Genshin Impact does this by counting the number of trees around the player avatar, and Ghost of Tsushima (as you saw briefly, earlier in the term) does it by determining distance from the end of the type of area you're currently in (plains, forest, etc.) The point is that each of them uses an RTPC to drive the soundscape, and that's what you'll do here. When the event is triggered, there should be a continuous, looping flow of sound (not unlike the heartbeat sound from earlier in the term). The only parameter you should have to change to adjust anything within your bird canopy is the RTPC value determining how far into your forest you are. Please note that the RTPC curve should be shaped like stairsteps and not be a smooth curve; in other words, setting the value to 3.5 should be meaningless (or simply mean “between 3 and 4.”) You will be graded on each of your five intensity levels of canopy, and show Dr. Thompson each one in ascending order before you leave class for the day.

It's my favorite day of my Wwise course here at @mediainfomsu.bsky.social!

My students are making bird canopies today! Full assignment in the image + alt text. Thanks to @berrak.bsky.social for selling a great set of bird sounds, and to @damiankastbauer.bsky.social for being so supportive.

2 weeks ago 13 1 2 1