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Runa: Music Dev-Log - YouTube I’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 #インディーゲーム #wwise #gamemusic #music

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Ready for Day 1? Today’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

🎟️ FREE!
📍 AMC Metreon 16
🔗 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 "What’s Next" panel lineup is now complete! Huge thanks to Nicholas Bonardi for joining us!

5 perspectives.
1 moderator.
0 GDC badges required 😉

📍 AMC Metreon
🗓️ Thursday, 2:30pm
🎟️ 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! I’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" 🎮 And stick around after the presentation for live demos in the community space!

📍 AMC Metreon 16
🎟️ FREE (No GDC pass needed)
🔗 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!

🌱 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.

What’s one part of the audio pipeline you wish you could "fix" forever? 🔧🔊

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

📍 AMC Metreon 16
🎟️ FREE Entry (No GDC pass needed!)
🔗 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. We’ll dig into the "why" and "how" of tactile design!

📍 AMC Metreon 16
🎟️ FREE Entry (No GDC pass needed!)
🔗 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 d’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!

🕯️ 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!

📍 AMC Metreon 16 (Theatre 14)
🎟️ FREE Entry
🔗 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.

📍 AMC Metreon 16 (Theatre 14)
🎟️ FREE Entry
🔗 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, we’re inviting you to join us at the AMC theatre!

GDC's just around the corner! 🗓️✨

We'll be back at the AMC Metreon with:
🎮 #Wwise developer presentations - Skywalker Sound, Cairn, Civ VII, haptics, and more!
📺 Private documentary screening
🎤 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! 🎶
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!
📅 March 26th - 1 pm to 5 pm ET: hubs.ly/Q044h_d10

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Dynamic Audio in 2D Run-and-Gun “Neon Inferno” | 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! 🔫✨ 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!

🔗 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.

👀 Give it a read: hubs.ly/Q043W1cX0

#GameAudio #Wwise

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Time is running out to join our new Wwise Profilers workshop! ⌛
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!
📅 March 5th 2026 - 12 pm - 4 pm ET
Sign up now!
www.audiokinetic.com/en/community...

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Wwise 2025.1 at a glance

Wwise 2025.1 at a glance

Curious about #Wwise 2025.1 but haven’t had a chance to dive in? Get caught up with this 10-minute "at a glance" overview!

🏊 Media Pool & Similar Sound Search
🛠️ Merging and Renaming Hierarchies
🔊 New Dual-Shelf Filter
⚙️ And more!

Watch here: hubs.ly/Q043skfw0

#GameAudio #GameDev

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

Join Audiokinetic in San Francisco during #GDC2026!

What have we got lined up? An exclusive private screening, #Wwise developer presentations... and (of course!) karaoke! 🎤🎶

🎟️ All FREE to attend! Learn more: hubs.ly/Q0434wj-0

See you in a few weeks! #GameAudioGDC

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Introducing the AK Custom Panner | Audiokinetic Blog The AK Custom Panner allows sound designers to break free from fixed channel layouts and map audio precisely to the physical reality of their installation.

Learn all about The AK Custom Panner, a new plug-in for #Wwise that allows sound designers to break free from fixed channel layouts and map audio precisely to the physical reality of their installation!

👀 Read more: hubs.ly/Q0433b0p0

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ReaperToWwise: Linear Meets Interactive | Audiokinetic Blog Enabling direct synchronisation between REAPER and Wwise with ReaperToWwise, a script developed by Mark Hasselbalch.

This week on the blog, Romain Raynal writes about enabling direct synchronisation between REAPER and #Wwise with ReaperToWwise, a script developed by Mark Hasselbalch.

Give it a read! hubs.ly/Q04305LR0

#GameAudio

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Kristala Dev Diary #4: The Sounds of A Cursed World Dive into the audio and soundscape of dark fantasy ARPG Kristala with the fourth installment in our ongoing Dev Diary series—The Sounds of a Cursed World. He...

In Kristala, corruption isn’t just seen...it’s heard.🎧

Learn how metal vocals, creature sound design, and the soundtrack work together to bring Ailur to life in our new Dev Diary.

Watch now ⬇️ #devdiary #gamedev #indiedev #deathcore #wwise

🤘 youtu.be/Bkwk5PShGOk?si=t567...

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Wwise 2024.1.11

Wwise 2024.1.11

#Wwise 2024.1.11 is live! This includes integrations for #UE 5.5/5.6/5.7 and #Unity.

🔗 For more info, check out the Wwise SDK release notes: hubs.ly/Q042XQ7W0

#GameAudio #GameDev #SpatialAudio #VR #Audiokinetic

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Wwise 2025.1.5

Wwise 2025.1.5

#Wwise 2025.1.5 is live! This includes integrations for #UE 5.5/5.6/5.7 and #Unity.

🔗 For more info, check out the Wwise SDK release notes: hubs.ly/Q042S6Vc0

#GameAudio #GameDev #SpatialAudio #VR #Audiokinetic

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Wwise 2023.1.19

Wwise 2023.1.19

#Wwise 2023.1.19 is live! This includes integrations for #UE 5.5/5.6/5.7 and #Unity.

🔗 For more info, check out the Wwise SDK release notes: hubs.ly/Q042FVr20

#GameAudio #GameDev #SpatialAudio #VR #Audiokinetic

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Wwise Up On Air | Europa Universalis V: Meter Madness Join us next week as we sit down with Mattias & Franco and dive into the technical "madness" behind new sound systems that brought Europa Universalis V to life, from leveraging Dolby Atmos to their cr...

Join us tomorrow as we sit down with Mattias & Franco and dive into the technical "madness" behind new sound systems that brought Europa Universalis V to life, from leveraging Dolby Atmos to their creative uses of #Wwise Meter!

🎥 Save the date: hubs.ly/Q0422hlN0

#GameAudio #WwiseUpOnAir

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Wwise Up On Air | Europa Universalis V: Meter Madness We're diving into Europa Universalis V with Mattias Wennlund & Franco Freda! --- Audiokinetic: https://www.audiokinetic.com/ Audiokinetic Blog: https://blog.audiokinetic.com/en/ Audiokinetic Creator...

Join us next week as we sit down with Mattias & Franco and dive into the technical "madness" behind new sound systems that brought Europa Universalis V to life, from leveraging Dolby Atmos to their creative uses of #Wwise Meter!

🎥 Save the date: hubs.ly/Q0422hlN0

#GameAudio #WwiseUpOnAir

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Want to spend less time bug-fixing & more time creating? ✨
Join our Wwise Profilers workshop, where we will navigate 5 industry case studies to help you master troubleshooting techniques with #Wwise 2025.1!
📅 March 5th 2026 - 12 pm - 4 pm ET
Sign up today!
www.audiokinetic.com/en/community...

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I'm picking up the pieces of my loop-finding-folk-music #computermusic project using #Wwise. Work in progress on another 'level' based on the more eastern Highlands as far as my terrain skills allow. Thanks to @loriwatson.bsky.social for use of her recordings, this time Ballad of the Speaking Heart.

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