Wwise Up On Air | The Futuristic Vehicle Sounds of Redout 2

On Thursday, Paolo Armao will be lifting the hood on how his team used Wwise to create the sound of the future in Redout 2. From the tightly synchronized use of granular synthesis using SoundSeed Grain, to the full-embrace of the Object-based Audio pipeline, come hear more about the process of using Wwise as a blank page to fill the game with dynamic audio.

0:00:00 - Start
0:04:15 - Welcome to Wwise Up On Air
0:04:45 - Audiokinetic News
0:09:38 - Community Spotlight
0:11:33 - Welcome to the livestream, Paolo Armao!
0:17:12 - How Paolo arrived at this project
0:19:37 - Intro to Redout 2
0:20:36 - Audio pillars
0:22:18 - Challenges
0:27:03 - Player ship audio sources
0:29:55 - Designing ship sounds
0:36:04 - Diving into Wwise
0:47:54 - In-game sequence
0:49:22 - SoundSeed Grain in action
0:51:33 - Breaking down the engine sounds
0:53:26 - The sound of NPCs
0:58:06 - Sound & music coming together
1:00:51 - Learning from music production techniques
1:02:26 - Diving back into Wwise, Interactive Music Hierarchy
1:09:49 - In-game sequence with music while muting engine sounds in authoring
1:15:05 - Mixing
1:16:40 - Object-based audio
1:24:04 - Challenges with Event-based packaging
1:29:24 - Thank you Paolo!
1:29:50 - Shoutouts to Paolo's team

Links for the Livestream:
What's New Beta: https://blog.audiokinetic.com/wwise2022.1-whats-new/
Migration Guide: https://www.audiokinetic.com/library/2022.1.0_7985/?source=UE4&id=pg_important_migration_notes_2022_1_0.html
Community Spotlight: Gabriel Gallardo Alarcon https://www.gabrielgallardoalarcon.com/blog/setting-up-wwise-as-a-sequencer-for-electronic-live-performance
Iannix: https://www.iannix.org/en/

Audiokinetic: https://hubs.ly/H0C1vhJ0​
Audiokinetic Blog: https://hubs.ly/H0C1C360​
Audiokinetic Creators Directory: https://hubs.ly/H0C1vnD0​
Audiokinetic Community Q&A: https://hubs.ly/H0C1C9p0​
Audiokinetic Powered By Wwise: https://hubs.ly/H0C1vpT0​
Audiokinetic Certification: https://hubs.ly/H0C1CdR0

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