Learn key differences between Geometric Transmission Loss (GTL) & Room Transmission Loss (RTL) in #Wwise, and how they interact in Nested Room scenarios!
π Dive into the deep end with Xuanpeng Meng in this week's blog: hubs.ly/Q03-25HT0
#GameAudio #Unreal
We released a video on the Coffee Stain channel about some of the audio systems in Satisfactory! π π π
We've had great responses from the community! Going over our reverb system and occlusion with @audiokinetic.bsky.social #Wwise
#gameaudio #mixing #satisfactory #wwise
youtu.be/mYB5dR7Pl_s?...
#UEFest is on in Stockholm next week, and Iβd love to fill up my dance card as much as possible ahead of it! I have much to share about how the #Hazelight audio team merges #Reaper, #Wwise and #UnrealEngine, and of βSoundDefsβ - our custom audio implementation sandbox in UE.
See you!
#gameaudio
Thought Iβd make a post to describe some of the custom DSP effects weβve built for #wwise use at #Hazelight. More thoughts at the end of π§΅
#audiokinetic
#gameaudio
#gamedev
Big news! π The #Wwise 2025.1 Beta is live and available to install from the Audiokinetic Launcher! π
π Read all about the newest features and specifics: hubs.ly/Q03wx6rc0
#GameAudio #GameDev
Finally out! Pick a Wwise course and the Launcher will install all relevant items for you - Wwise project, game sample, etc. Even pre-selects the relevant plugins in the Wwise installation ππ
A Look at the #Wwise Web of Marvelβs Spider-Man 2 π·οΈ
Go behind the scenes with Blake Johnson & Ben Pantelis as they break down the gameβs bussing structure, #DolbyAtmos, performance optimization strategies, how NYCβs ambience was brought to life, and more!
πΊ Watch now: hubs.ly/Q03dZQNB0
#GameAudio
If you'd like to try-out @audiokinetic.bsky.social's Wwise audio production suite in your Ludum Dare game, you can request access here:
www.audiokinetic.com/en/community...
(I'm not sure if we need to manually approve requests, but feel free to poke @distraction.engineer if you're in limbo) #LDJam
For these kinds of changes, the release notes are a very good source of information: www.audiokinetic.com/en/library/e...
In 24.1, AkSoundEngine has been replaced by AkUnitySoundEngine. You can still use AkSoundEngine for now, but the deprecation warning is a heads-up that it will be removed in the future. It's best to start using the new name :)
Congrats on the release! Excited to see what's new!
one step away from accidentally recording a squirrel sfx library
Incredible example of audio-driven visuals using a custom Wwise plugin. Great work. Love this!
When the time comes, feel free to join the Discord linked in the article for questions or to share your work. Cheers!
Hi Igor, thanks for asking! I maintain and update the integration as part of my work at Audiokinetic, and it's currently available as a community integration on GitHub. If that changes, we'll update the website! Have you had the chance to try the new version yet? βΊοΈ
π€ Check out what's new in the latest release of the Wwise integration for @godotengine.org. #gameaudio #godotengine
Hello, #gameaudio World!