In a recent article on audiokinetics blog, Justin Dury (Soundminer, Desktop Developer and Partner) showcases the upcoming addition of Wwise Authoring API (WAAPI) in Soundminer. For more details about the integration & a video showcasing it in action visit the audiokinetic blog. … [Read more...]
Audiokinetic Launches the Creators Directory
Audiokinetic, the creators of the widely used Wwise Middleware, have just launched their Creators Directory into Open Beta. As described in their announcement: "The Creators Directory is an online global network of interactive and game audio professionals: sound designers, composers, audio programmers, audio content providers, and educators. It unifies the interactive … [Read more...]
3rd Annual Games Music Connect
Registration details have been announced for the third annual Games Music Connect, which will take place on Tuesday 14 September, at the Purcell Rooms in London. 2014's edition featured composer Olivier Deriviere (Assassin's Creed IV: Cry Freedom) and Audiokinetic's Simon Ashby, among many others. Whilst speakers have not yet been announced, this year's event looks set to focus … [Read more...]
Nuendo 7 to include Wwise integration
Steinberg will preview Nuendo 7 at the Game Developers Conference in San Francisco next week, and have announced a new feature, Game Audio Connect, that will provide instant and seamless connection to Audiokinetic's Wwise middleware platform. It will allow mixdowns to be exported to Wwise from Nuendo via a simple drag-and-drop operation, and it will also be possible to open … [Read more...]
Wwise Free for Indies Too!
Following fast on the news that FMOD will be free to independent game developers, now Audiokinetic have announced that the Wwise audio engine is also changing its licensing format in support of indies. The cross-platform sound engine will be free to users with up to 200 sound assets in their Wwise projects. Audiokinetic Press Release audiokinetic.com … [Read more...]
Wwise Limbo Redux Contest
The game Limbo was originally released in 2010, and quickly garnered much critical acclaim for its combination of fluid gameplay, beautiful art style, and evocative sound design. The 2011 DS interview with Sound Designer Martin Stig Andersen gives great insight into the creative decisions he made to bring the game's world to life. Now over three years later, Audiokinetic - … [Read more...]
Finding Your Way With High Dynamic Range Audio In Wwise
Guest Contribution by: Louis-Xavier Buffoni – Software engineer at Audiokinetic HDR in a Nutshell HDR (“High Dynamic Range”) audio is a technique which draws its inspiration from the local adaptation method used in HDR imaging, which “attempts to maintain local contrast, while decreasing global contrast.” [1] In audio, this local/global dichotomy applies to time, and contrast … [Read more...]