Audiokinetic sets new standards in audio production for interactive media and games. Our middleware solutions, including the award-winning Wwise® and SoundSeed®, empower sound designers and audio programmers with a cost effective, comprehensive authoring tool and audio engine for creating innovative game experiences.
We are committed to sharing our expertise—including ground-breaking technology, unsurpassed services, and a revolutionary workflow—with the industry.
We are currently looking for a talented individual to join our team.
- Software Developer
- Software Verification and Validation (QA)
- Technical Customer Support – Tokyo, Japan
Erfurt, Germany / Montréal, Canada – January 6, 2014 – Audiokinetic Inc., the leading global provider of cross-platform audio solutions for the interactive media and gaming industries and IOSONO, leading provider of audio technologies for the game and consumer electronics industries, today announce their new partnership. IOSONO’s new sound technology PROXIMITY will be integrated in Wwise 2014.1, the upcoming version of Audiokinetic’s acclaimed game audio middleware, to be released in early 2014.
November 18th, 2013 – Audiokinetic welcomes sound designers from far and wide to show us your skills! The Wwise Limbo Redux Sound Design Contest is now live. Grab Wwise, grab the Limbo project for Wwise, and get creating! The goal is to replace the audio content for a section of Limbo to show us your creative vision, skills in sound design and proficiency in using Wwise.
The contest submission period starts NOW, and lasts until midnight on January 31st, 2014.
All of the details and the submission form can be found here.
Good luck, and we’re looking forward to seeing (and hearing) all of your submissions!
Los Angeles, CA – October 22nd, 2013 - GenAudio is proud to announce the availability of its premier AstoundSound® 3D audio plugin suite for the latest Audiokinetic Wwise 2013.2 release. The plug-in suite is now available for Windows®, Xbox One, and PlayStation®4.
MONTREAL CANADA, VANCOUVER CANADA – October 16, 2013 - Audiokinetic Inc., the leading global provider of cross-platform audio solutions for the interactive media and gaming industries, and Crankcase Audio Inc., creators of the vehicle engine audio simulation software REV, today announce the beginning of a partnership that will bring REV to Wwise and change the way gamers experience the sounds of vehicle engines in video games.
Who is using Wwise?
Over 350 titles have shipped using Wwise, including:
Interview with N-Fusion Interactive
When the original Deus Ex was launched on PC in 2000, it was a pinnacle of choice in game design. Stealth, subterfuge, all-out assault; the gamer could tackle the chal¬lenges presented in almost any way they wished. Fast-forward to 2011, and Deus Ex: Human Revolution maintained that design philosophy, bringing the much-loved Deus Ex experience to a new generation of PC and console gamers, with high-definition visuals, and an incredibly immersive soundscape.
Deus Ex: The Fall had a big mandate: To bring the authentic Deus Ex experience intact to mobile devices, maintaining the top-quality graphics and cinematic audio experience created in the console game. Using Wwise as a technology backbone, and some great sound design skills, N-Fusion Interactive met and surpassed that goal. We talked with Joe Parisi, Audio Director and Producer on Deus Ex: The Fall, about using Wwise to tackle their audio design challenges head-on.
Interview with Sleeping Dogs
Saki Kaskas, Scott Peters and Jon Mitchell
Open world games provide unique challenges for any audio team. Combine this with the characters ability to walk, run, jump, climb over obstacles and swim, drive a wide range of vehicles as well as engaging in martial arts and weapon based combat.
After four years in development and a change of publisher in the process, United Front Games came out with Sleeping Dogs published by Square-Enix. We asked Saki Kaskas, Scott Peters, and Jon Mitchell from the audio department to share their experience with Wwise in the development of Sleeping Dogs and its impact on the game creation process.
METAL GEAR RISING: REVENGEANCE
Technical report on Wwise, the audio authoring middleware
Audiokinetic, the developer of the audio authoring middleware Wwise, held a launch event for their Japanese company Audiokinetic K.K. at the Canadian Embassy in Akasaka, Tokyo. Mr. Naoto Tanaka, Music Director (BGM) and Mr. Kentaro Nakagoshi, Lead Sound Designer (SE), who were responsible for audio for METAL GEAR RISING: REVENGEANCE, had the opportunity to present the significance of introducing Wwise into the production.
The presentation is geared toward audio professionals and may not be familiar for many people, but we would like to share some of the material we showed. Mr. Ohmori, in charge of the sound programming, will also explain some details. We hope this may help game developers who are considering implementing Wwise.
About the sound engineering:
About the BGM: