Immersive In-car Audio Experiences
Through Audiokinetic’s partnership with Dolby, game developers can deliver their games to a global ecosystem of Dolby Atmos-enabled cars to provide the ultimate immersive in-car audio experience. With cars on the road from 30+ brands, the global footprint of Dolby Atmos-enabled cars continues to grow, and now Wwise is updated to take advantage of the immersive audio experience that these cars deliver. In combination with advances to Dolby’s technology in cars coming next year, a developer only needs to change the channel output configuration to enable full 5.1.4 or 7.1.4 audio rendering in Dolby Atmos cars running on Android Automotive.
SmashLabs, developer of music games for in-car entertainment like Smashworld: Beat Explorers, is already embracing the opportunity to bring Dolby Atmos gaming experiences to cars and, in partnership with Audiokinetic and Dolby, will be debuting an in-car Dolby Atmos gaming experience this January at CES.
Niccolò Cappon, CEO of SmashLabs, says: “Dolby Atmos in cars completely changes the way players experience our sound design on the road. It’s not just music—it’s an immersive audio world where every action, environmental cue, and soundtrack element feels alive and perfectly placed. For us as developers, it means that we can create a truly immersive in-car gaming experience and our vision travels with the player, anywhere.”
Wwise for Immersive Automotive Audio
With Wwise at the forefront of interactive runtime audio, it is no surprise to find it at the heart of today's modern vehicles. Whether embedded as Wwise Automotive or running as part of games, the opportunity to leverage dynamic systems for incredible audio is well within reach. This flexibility builds on a tradition of cross-platform compatibility, integrating seamlessly into vehicle entertainment platforms and adapting to different speaker configurations.
Streamlined Object-Based Pipeline
Leveraging the Object-based audio pipeline in Wwise simplifies the process of producing the optimal mix for any system. Everything from stereo or binaural audio on headphones to fully immersive Atmos mixes can be specified in Wwise and dynamically adapted to the playback hardware. All of this is informed by the audio team to arrive with the greatest spatial precision, regardless of the listening environment. This includes the ability to treat car speakers as a unified system or as targeted zones, just like any other audio device.
Creative Control
Creative control ensures the best mix doesn't stop at routing, positioning, and playback; the entire suite of dynamic mixing tools is available and configurable at runtime. Whether you use the Mastering Suite, Sidechaining, HDR Audio, or other dynamic techniques, every control is available to customize the experience based on game or vehicle data. With high-level tools for designing audio behaviors and the ability to connect to the sound engine in real-time, Wwise makes in-vehicle entertainment experiences easy to develop and filled with capabilities that will amaze customers.
To take advantage of the growing ecosystem of Dolby Atmos-enabled cars, developers can contact Audiokinetic at info@audiokinetic.com and expect to see built-in support in upcoming Wwise releases.

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