Blog homepage

Audiokinetic's December 2024 Highlights

Game Audio

Happy new year! As we kick off 2025, we wanted to take a moment to share some recently-published blogs and videos with you. Here's what happened in December 2024:

  • Learn about AkMemoryArena, Wwise 2024.1’s New Memory Allocator
  • Get started with Wwise Gyms with our latest step-by-step tutorial
  • Three new audio deep-dives: Behind the sound of Senua's Saga: Hellblade II, Deconstructing the breathing system in Marvel’s Spider-Man 2, and Haptic Feedback 101 & Practical Applications in Wwise.

Let's dive in!

Blog Highlights

Introducing AkMemoryArena - Wwise 2024.1’s New Memory Allocator

Title_AkMemoryArena

By David Crooks

Introducing one of the new systems in Wwise 2024.1, a new default memory allocator for Wwise called the AkMemoryArena. Read more.

Strata Feedback In Review: Looking Back at 2024

Strata-2024-feedback-in-review-v4

By Simon Pressey

See how users rate Strata, what they’ve learned, and how their feedback is shaping the future of Strata. Read more.

Sea of Stars: Modern Tools for Retro Aesthetics

Title-Sea-of-Stars-modern-tools-retro-aesthetics

By Eric W. Brown

How the audio of Sea of Stars blends retro aesthetics with modern tools, exploring audio direction, implementation, challenges, and more. Read more.

Video Highlights

Get Started with Wwise Gyms

Getting Started with Wwise Gyms_Thumbnail (1)

Wwise Gyms are purpose-built examples and test cases that demonstrate individual features of both the Wwise Unreal and Wwise Unity Integrations. Think of them as bite-sized scenes that simplify complex concepts, such as setting an RTPC or posting an Event, into easily digestible exercises. Get started with this step-by-step video tutorial. Watch here.

Behind the Sound of Senua's Saga: Hellblade II

Behind-the-Sound-Senuas-Saga-Hellblade-II

Join Ninja Theory’s talented audio team - Pablo Cañas Llorente, Alessio Mellina and Jordan Payne - as they share how they crafted the breathtaking audio for Senua's Saga: Hellblade II. They take us deep into the creative process that brought Senua’s world to life, crafting an immersive and unforgettable soundscape.

From real-time vocal effects to interactive ambience and responsive mixing, the team walks us through their process of crafting dynamic audio for this cinematic, narratively-driven title. They'll outline the design philosophy behind each decision taken and highlight their workflows - from conception, to Wwise, to Unreal Engine 5. Along the way, you’ll hear about the challenges they faced and how they overcame them to achieve their vision. Watch here.

Dialogue Innovation in Marvel’s Spider-Man 2: Breaking Down the Breathing System in Wwise

Dialogue-Innovation-Marvels-Spider-Man-2

What does it take to create a compelling and immersive AAA breathing system within Wwise? Join Matthew Strasser as he deconstructs the Breathing System in Marvel’s Spider-Man 2, piece by piece, container by container. This presentation will provide a new understanding of the music system, showcasing its potential for breathing, while shedding light on the meticulously-crafted series of states and “breath intensities” that elevated the system to AAA shippable quality. Watch here.

Haptic Feedback 101 & Practical Applications in Wwise

Haptic-Feedback-101-Wwise

What is haptic feedback, and how can it elevate gaming experiences? In this video, sound designers Rodrigo Robinet and Tyler Hoffman explore the fundamentals of haptic feedback and its practical applications in Wwise. Learn how haptics are created, authored, managed, and mixed to provide players with more immersive and tactile connections to their games. Watch here.


In Other News

  • 24 Days of Wwise Tips & Tricks: All 24 tips & tricks are now on Bluesky!
  • Six Days of Season: The full series is now out! Celebrate the sonic storytelling of "Season: A Letter to the Future" with a 90+ minute podcast, insights on haptic feedback, creative attenuation curves, and more!
  • Mastering Interactive Music with Wwise: RSVP for our next 4-hour workshop here.

Want more updates like this?

Subscribe to our monthly blog newsletter to get the latest news straight to your inbox! To do so, sign into your Audiokinetic account, go to your "Account & Settings", and be sure to subscribe to the "Blog" email subscription!

Audiokinetic-Settings-blog-emails

 

Audiokinetic

Audiokinetic

Audiokinetic is the leading provider of cross-platform audio solutions for interactive media and gaming, and sets new standards in interactive audio production for location-based entertainment, automotive, consumer electronics, and training simulation. A trusted and strategic partner to the world’s largest interactive media developers and OEMs, Audiokinetic has a long-established ecosystem of allies within the audio industry and amongst platform manufacturers. The company’s middleware solutions include the award-winning Wwise, as well as Wwise Automotive and Strata. Audiokinetic, a Sony Group Company, is headquartered in Montréal, Canada, has subsidiaries in Tokyo, Japan, Shanghai, China, Hilversum, Netherlands, as well as Product Experts in the USA.

 @audiokinetic

Comments

Leave a Reply

Your email address will not be published.

More articles

Overwatch - Game Audio Using Wwise (part 2/2)

Continued... During Audiokinetic's Wwise Tour, Project Audio Director Scott Lawlor, and Senior...

27.9.2016 - By Audiokinetic

Video Game Sound Archiving | Part 1: The Basics

The preservation of sound in the video game industry is a delicate matter. Whether you are a...

14.1.2021 - By Fanny Rebillard

Interactive Music: A 'Choose Your Own Adventure' Style Ballad

After a successful crowdfunding campaign in 2018, inXile Entertainment began full production of the...

28.5.2021 - By Alexander Brandon

The Music of Spacefolk City

Introduction to the Game Spacefolk City is an approachable, quirky and absurd take on the...

23.2.2022 - By Alex May

“No” Tact

Since there are much better folks out there to write on sound design & technical implementation,...

3.6.2022 - By Gordon McGladdery

Mastering a Game with Wwise | Part 1: Approaching Audio Mastering in Your Game

Games need to deliver an exceptional auditory experience across diverse setups, whether it's through...

15.2.2024 - By Loïc Couthier & Danjeli Schembri

More articles

Overwatch - Game Audio Using Wwise (part 2/2)

Continued... During Audiokinetic's Wwise Tour, Project Audio Director Scott Lawlor, and Senior...

Video Game Sound Archiving | Part 1: The Basics

The preservation of sound in the video game industry is a delicate matter. Whether you are a...

Interactive Music: A 'Choose Your Own Adventure' Style Ballad

After a successful crowdfunding campaign in 2018, inXile Entertainment began full production of the...