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Looking to enhance your mixing skills with #Wwise 2025.1?
Join our upcoming workshop, Dynamic Mixing with Wwise!
Learn how to achieve focus and clarity in your game's soundscape with hands-on dynamic mixing techniques ๐ŸŽง
Sign up today!
๐Ÿ“… April 16th, 2026 - 12pm ET / 6pm CET: hubs.ly/Q047Bkdn0

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Spatialized Interactive Music in the Overturned Box Theater of Infinity Nikki | Audiokinetic Blog This article shares how we used Wwise to implement the design of spatialized interactive music in the Overturned Box Theater of Infinity Nikki.

This week, the audio team behind Infinity Nikki shares a technical breakdown of the "Overturned Box Theater", exploring how they bridged the gap between 2D non-diegetic accompaniment and 3D diegetic vocal tracks.

Give it a read here: hubs.ly/Q048v5RJ0

#GameAudio #Wwise

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Audiokinetic at GDC 2026
Audiokinetic at GDC 2026 YouTube video by IASIG

We caught up with Audiokinetic's Damian Kastbauer to chat about GDC 2026!

View the full video at: youtu.be/8cn01oB5YoY

#audiokinetic #IASIG #IGDA #TheMIDIAsscociation #GameAudio #Wwise

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Wwise Up On Air | The Audio Systems of Lost Records: Bloom and Rage Made with Restream. Livestream on 30+ platforms at once via https://restream.io What does it take to create a cohesive, cinematic audio experience across shifting timelines? Join us next week as we s...

Coming up today! ๐Ÿ‘€

Join us at 1pm ET as we sit down with Beatrix Moersch and dive into the audio systems and workflows behind Lost Records: Bloom and Rage!

Find us on YouTube: hubs.ly/Q0487Fq80

#GameAudio #Wwise @dontnod.bsky.social

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Augment & Amplify: Unlockโ€™s studio focused on niche tech, music, voice, and design needs.

From middleware integration to scalable pipelines, this is how great audio becomes a great player experience.

#GameAudio #GameDev #AudioDesign #TechnicalAudio #Wwise #FMOD #GameDevelopment

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We then use the time we calculated in a delay node (not optimal I know) then post a heavily reverbed WWISE event at the late reflection POI's location. The system is still in very early development but it is still fun to experiment with.

TLDR: just use WWISE's reverb systems.
#UE5 #gamesound #WWISE

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The Music System of Runa & the Chaikurรบ Legacy | Audiokinetic Blog Designing and implementing the music for Runa & the Chaikurรบ Legacy, a 3D platformer developed in Godot by Fanny Pack Studios.

This week on the blog, Christian Silvosa walks us through designing and implementing the music for Runa & the Chaikurรบ Legacy, a 3D platformer developed in Godot by Fanny Pack Studios!

Give it a read: hubs.ly/Q047C8zN0

#Wwise #Godot #IndieGame

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Dynamic Ambience System | RTS Technical Demo (UE5, Wwise)
Dynamic Ambience System | RTS Technical Demo (UE5, Wwise) YouTube video by Alexis Tahiri Audio

I've been doing this thing where I work on audio demos for the types of games I really enjoy and it's been tons of fun. I was pretty obsessed with RTS games as a kid so I put together a dynamic ambience system using the camera as the listener!

#unreal #wwise #indiedev #gameaudio #sounddesign

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Wwise Up On Air | The Audio Systems of Lost Records: Bloom and Rage What does it take to create a cohesive, cinematic audio experience across shifting timelines? Join us next week as we sit down with Beatrix Moersch and dive into the audio systems and workflows behind...

What's it take to create a cohesive, cinematic audio experience across shifting timelines? Join us next week as we sit down with Beatrix Moersch & dive into the audio systems of Lost Records: Bloom and Rage!

Save the date: hubs.ly/Q047B1t80

#GameAudio #Wwise @dontnod.bsky.social

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Wwise 2024.1.12

Wwise 2024.1.12

#Wwise 2024.1.12 is live! This includes integrations for #UE 5.5/5.6/5.7 and #Unity.

๐Ÿ”— Release notes: hubs.ly/Q047xZq80

#GameAudio

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Wwise 2025.1.6

Wwise 2025.1.6

#Wwise 2025.1.6 is live! This includes integrations for #UE 5.5/5.6/5.7 and #Unity.

๐ŸŽฎ Wwise Motion now compatible with Meta Quest Touch (via OpenXR) & adds a new Haptic Clip Player for .haptic file support across devices!

๐Ÿ”— Release notes: hubs.ly/Q047lC1R0

#GameAudio

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Original post on mastodon.social

Here's a little art experiment of endless music I did for fun a while ago with #Wwise and #UnrealEngine

I recorded some drums and stuff that could work together independently of their order and designed some rules to randomize them, giving more probabilities to some notes and instruments. Then [โ€ฆ]

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Runa: Music Dev-Log - YouTube Iโ€™m a composer and audio implementer for video games. In this 7-episode music dev-log series, I share how I designed and implemented the music for Runa & the...

Christian Silvosa, the master composer behind Runa's music, has blessed us with a deep dive into the details of his work.

Go check it out!!

www.youtube.com/playlist?lis...

#indiegame #indiedev #gamedev #madewithgodot #godotengine #ใ‚คใƒณใƒ‡ใ‚ฃใƒผใ‚ฒใƒผใƒ  #wwise #gamemusic #music

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Ready for Day 1? Todayโ€™s Lineup:

- Brutal Dreams: Co-Developing with Sound & Music
- Civilization VII Mixing: A Sound Strategy
- From Studio to Style
- Beyond Menu Loops: The Interactive Music of Wildgate

๐ŸŽŸ๏ธ FREE!
๐Ÿ“ AMC Metreon 16
๐Ÿ”— Details: hubs.ly/Q046p5x60

#Wwise #GameAudioGDC

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What's Next: Development Today and Tomorrow. Katelyn Isaacson, Khris Brown, Pablo Schwilden Diaz, Carsten Rojahn, Nicholas Bonardi. Damian Kastbauer.

What's Next: Development Today and Tomorrow. Katelyn Isaacson, Khris Brown, Pablo Schwilden Diaz, Carsten Rojahn, Nicholas Bonardi. Damian Kastbauer.

Our "Whatโ€™s Next" panel lineup is now complete! Huge thanks to Nicholas Bonardi for joining us!

5 perspectives.
1 moderator.
0 GDC badges required ๐Ÿ˜‰

๐Ÿ“ AMC Metreon
๐Ÿ—“๏ธ Thursday, 2:30pm
๐ŸŽŸ๏ธ FREE!

Make sure you RSVP: hubs.ly/Q0462B5N0

#GameAudio #Wwise #GameAudioGDC

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Off to GDC on Sunday and planning to spend a good chunk of time at #gameaudiogdc events.

If you see me around, come say hi! Iโ€™d especially love to chat about audio accessibility and sonic storytelling in games

#gameaudio #wwise #reaper #sounddesign

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Haptics Studio + Wwise: The New Standard in Modern Haptics. 1:45 pm. James Kneafsey, Andrew Lazdins.

Haptics Studio + Wwise: The New Standard in Modern Haptics. 1:45 pm. James Kneafsey, Andrew Lazdins.

Next week, join James & Andrew from Meta for "Haptics Studio + #Wwise: The New Standard in Modern Haptics" ๐ŸŽฎ And stick around after the presentation for live demos in the community space!

๐Ÿ“ AMC Metreon 16
๐ŸŽŸ๏ธ FREE (No GDC pass needed)
๐Ÿ”— RSVP: hubs.ly/Q045WD6n0

#GameAudio #GameAudioGDC

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Scoring the Seasons: A Technical Deep Dive into Super Farming Boy | Audiokinetic Blog Behind the scenes of Super Farming Boy: See how music and soundscapes capture the passage of time through robust dynamic audio systems.

Go behind the scenes of Super Farming Boy with Toni Leys and see how music and soundscapes capture the passage of time through robust dynamic audio systems!

๐ŸŒฑ hubs.ly/Q045NvGG0

#Wwise #GameAudio @tonileys.bsky.social

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What's Next: Development Today and Tomorrow. Katelyn Isaacson, Khris Brown, Pablo Schwilden Diaz, Carsten Rojahn, Damian Kastbauer.

What's Next: Development Today and Tomorrow. Katelyn Isaacson, Khris Brown, Pablo Schwilden Diaz, Carsten Rojahn, Damian Kastbauer.

Whatโ€™s one part of the audio pipeline you wish you could "fix" forever? ๐Ÿ”ง๐Ÿ”Š

Join us next Thursday for a candid discussion on the current state of #GameAudio & the road ahead.

๐Ÿ“ AMC Metreon 16
๐ŸŽŸ๏ธ FREE Entry (No GDC pass needed!)
๐Ÿ”— RSVP: hubs.ly/Q045M-970

#GameDesign #Wwise #GameAudioGDC #GDC2026

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Designing for Touch: On Haptics. James Kneafsey, Andrew Lazdins, Eric Vezzoli, Masatoshi Miyakawa, Damian Kastbauer.

Designing for Touch: On Haptics. James Kneafsey, Andrew Lazdins, Eric Vezzoli, Masatoshi Miyakawa, Damian Kastbauer.

Join us next Thursday for a dedicated panel on #haptics advocacy, authoring & interactivity. Weโ€™ll dig into the "why" and "how" of tactile design!

๐Ÿ“ AMC Metreon 16
๐ŸŽŸ๏ธ FREE Entry (No GDC pass needed!)
๐Ÿ”— RSVP: hubs.ly/Q045MZfQ0

#GameDesign #GameAudio #Wwise #GameAudioGDC #GDC2026

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Candellum: Audio Direction of a Student Top-down Hack 'n' Slash Game | Audiokinetic Blog A technical look at the sound design & music for Candellum. Explore frequency allocation, Wwise integration & dynamic mixing in a top-down hack 'n' slash.

Pierre Cady & Stanislas dโ€™Arnoux de Fleury take a technical look at the sound design & music for Candellum. Explore frequency allocation, #Wwise integration & dynamic mixing in a top-down hack 'n' slash!

๐Ÿ•ฏ๏ธ Read more: hubs.ly/Q045Ccxb0

#GameAudio #UnrealEngine #UE5 @candellumgame.bsky.social

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Civilization VII Mixing: A Sound Strategy. Kadet Kuhne, Dmytro Nebesh, Joseph Marcus, Dylan Escalona-Sandoval. March 11th, 2026.

Civilization VII Mixing: A Sound Strategy. Kadet Kuhne, Dmytro Nebesh, Joseph Marcus, Dylan Escalona-Sandoval. March 11th, 2026.

Ever wonder how Civilization VII handles the chaos of thousands of real-time audio events?

Next week, join Firaxis Games' audio team & learn about scalable #Wwise systems, core mix philosophies & more!

๐Ÿ“ AMC Metreon 16 (Theatre 14)
๐ŸŽŸ๏ธ FREE Entry
๐Ÿ”— RSVP: hubs.ly/Q045bFDr0

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Brutal Dreams: Co-Developing with Sound & Music. With Kevin Bolen, Tom Brosnahan, Chelsea Rapp, Bill Rudolph, Megan Frazier, Nathan Moody. March 11th, 2026.

Brutal Dreams: Co-Developing with Sound & Music. With Kevin Bolen, Tom Brosnahan, Chelsea Rapp, Bill Rudolph, Megan Frazier, Nathan Moody. March 11th, 2026.

Ready for #GDC2026?

Join us March 11th for "Brutal Dreams: Co-Developing with Sound & Music" & discover how developers CerebralFix & Skywalker Sound approach game development for an original IP.

๐Ÿ“ AMC Metreon 16 (Theatre 14)
๐ŸŽŸ๏ธ FREE Entry
๐Ÿ”— RSVP: hubs.ly/Q045bggB0

#GameAudioGDC #Wwise #GameAudio

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Oh hey, sound designers. Who's going to Liv Games Summit this year?

#sounddesign #unity #wwise #fmod #gameaudio #LivGamesSummit

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Audiokinetic at GDC 2026 This year, instead of Audiokinetic's usual spot on the GDC expo floor, weโ€™re inviting you to join us at the AMC theatre!

GDC's just around the corner! ๐Ÿ—“๏ธโœจ

We'll be back at the AMC Metreon with:
๐ŸŽฎ #Wwise developer presentations - Skywalker Sound, Cairn, Civ VII, haptics, and more!
๐Ÿ“บ Private documentary screening
๐ŸŽค Karaoke!

All FREE to attend - no GDC pass required! Make sure you RSVP: hubs.ly/Q044XHxh0

#GameAudioGDC

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Back by popular demand, a new session of our Interactive Music with #Wwise workshop is now open! ๐ŸŽถ
In this workshop, you'll learn how to design adaptive music systems that enhance gameplay using Wwise 2025.1
Register now before it fills up again!
๐Ÿ“… March 26th - 1 pm to 5 pm ET: hubs.ly/Q044h_d10

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Dynamic Audio in 2D Run-and-Gun โ€œNeon Infernoโ€ | Audiokinetic Blog Seven dynamic and adaptive audio resources implemented in Neon Inferno, from simplest and most common to most advanced and specific.

Jump into 2D run-and-gun Neon Inferno! ๐Ÿ”ซโœจ Gonzalo talks dynamic audio systems, from playback parameter randomization, to diegetic sound spatialization, syncing audio to their "Bullet Time" mechanic & more: hubs.ly/Q044ShQx0

#GameAudio #Wwise @zenoviainteractive.bsky.social
@retroware.bsky.social

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Wwise

Wwise

Check out Rhys Anthony's short video series on #Wwise 2025.1! A fantastic glance at some of the new features & improvements - from the Media Pool, to the improved Parametric EQ plug-in, Dynamic Dialogue, the new Dual-Shelf Filter, and so much more!

๐Ÿ”— www.youtube.com/playlist?lis...

#GameAudio

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From Constraint to Creativity: The Music Design of Hell Is Us | Audiokinetic Blog Turning design constraints into creative opportunities in Hell Is Us.

This week on the blog, Antoine Vachon dives into turning design constraints into creative music design opportunities in Hell Is Us.

๐Ÿ‘€ Give it a read: hubs.ly/Q043W1cX0

#GameAudio #Wwise

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Time is running out to join our new Wwise Profilers workshop! โŒ›
Learn how to bridge the gap between QA & the audio department from real-world industry case studies on how to troubleshoot with #Wwise 2025.1!
๐Ÿ“… March 5th 2026 - 12 pm - 4 pm ET
Sign up now!
www.audiokinetic.com/en/community...

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