Shaping the Sonic Identity of The Stone of Madness Using Wwise

游戏音频

Introduction 

The Stone of Madness is a real-time strategy stealth game set in an 18th-century Spanish Monastery, developed by The Game Kitchen and published by Tripwire Presents. In it, five prisoners pool their skills and resources to face their phobias, stave off insanity, uncover the mysteries of the Monastery, and find a way to escape. 

Using Wwise 

In The Stone of Madness, sound design played a crucial role in building the immersive, unsettling atmosphere of the game. To achieve the level of depth, realism, and responsiveness we envisioned, we turned to Audiokinetic’s Wwise as our primary middleware. The results surpassed our expectations, both in creative possibilities and technical execution. 

One of Wwise's most powerful features is its granular control over audio playback, which allowed us to craft a rich and non-repetitive soundscape. Through Random Containers, layered sound assets, and real-time modulation, we were able to avoid the flat repetition often associated with traditional sound implementation. This approach was especially effective in elements that demand natural variation, such as footsteps, breathing, and environmental interactions. Each step the character takes, each breath under stress, or each interaction with an object—be it a rusty lock, a creaky window, or the grotesque corpse experiment tables—feels unique and reactive. The combination of random sample selection and RTPC-driven modulations added subtle pitch, volume, and filter variations that made even the most mechanical actions feel disturbingly organic.  

Workflow & Scalability 

Wwise also excelled in terms of workflow and scalability. With a sound library exceeding 7,000 audio assets, including ambisonic beds, musical cues, foley layers, creature sounds, and more, we faced what could have been a logistical nightmare. Fortunately, Wwise's batch file conversion tools and streaming management capabilities were invaluable. We could optimize assets individually or by groups, choosing from multiple compression formats and balancing memory versus performance with precision. This enabled us to maintain high audio fidelity where it mattered, while keeping memory usage under tight control on all platforms.  

Debugging & Optimization 

From a debugging and optimization standpoint, Wwise’s Advanced Profiler became an essential part of our pipeline. We used it daily to detect and resolve issues related to attenuation curves, 3D spatialization, occlusion, and triggering logic. Being able to visualize and analyze the exact behavior of each sound event in real time—while the game was running—gave us a level of control that would be incredibly hard to replicate with a custom system or engine-native tools alone. This was particularly vital in scenes where audio cues were meant to guide the player subtly through space, or where multiple layered effects competed for perceptual space.

Wwise Motion 

Finally, one of the most underappreciated but transformative tools was the Wwise Motion plug-in. Thanks to its integration with gamepad haptics, we were able to create precisely designed rumbles that synchronized with game events—from the dragging of heavy furniture to the intense breathing of the protagonist during hallucination episodes. These tactile feedback layers dramatically boosted the player's emotional connection and physical immersion, making the experience not just audible, but palpable.  

Conclusion 

In sum, Wwise was not just a technical solution—it was a creative partner in shaping the sonic identity of The Stone of Madness. Its depth, flexibility, and performance optimization tools enabled us to deliver a highly immersive and emotionally rich audio experience, vital to the unsettling world we built. 

David Martínez Bernabé

Audio engineer, sound designer & music composer

David Martínez Bernabé

Audio engineer, sound designer & music composer

I'm David Martínez Bernabé, known as "Kid Peligro." I was born in Seville in 1983 and work as a composer and sound designer, with a career focused on creating soundscapes for film, video games, and audiovisual media. My work is characterized by an emotional, technical, and narrative approach that brings a unique sensibility to contemporary sound design.

I began my training as a self-taught artist at the age of 10, exploring guitar, piano, and music production.

Among my most notable works is the original soundtrack for the short film Fucking My Way Back Home (2018). In the video game world, I have participated in renowned titles such as Escape From Galaxen (2020), where I was a composer and sound designer; Blasphemous (The Game Kitchen, 2019), where I worked as a foley artist and sound mixer; Magic Panic: The Last Potion (Hoguera Games, 2021), where I was a composer and sound designer; and The Stone of Madness (The Game Kitchen and Teku Studios, 2025), where I served as audio director, sound designer, and co-composer of the soundtrack, providing immersive sound environments that capture the tension and darkness of the narrative setting.

评论

留下回复

您的电子邮件地址将不会被公布。


更多文章

《11-11: Memories Retold》背后的声音设计

《11-11: Memories Retold》是一款叙事游戏,其背景设在第一次世界大战期间,讲述了两个角色在西部前线发生的故事。其中,Harry...

28.5.2019 - 作者:约安.莫尔文(YOANN MORVAN)

Tell Me Why | 音频日志 – 第 2 部分:音乐

《Tell Me...

29.3.2022 - 作者:路易斯•马丁 (Louis Martin)

如何解决手游音频开发面临的难题

本文将试着阐明我们在 Rovio 的同人如何使用 Wwise 及其他工具进行免费 (F2P) 手游音频开发,以及都采用了哪些策略来改进工作流程并提升工作效率。...

23.2.2023 - 作者:约翰•乌瑟 (Can Uzer)

独自开发第一人称恐怖冒险游戏

我的背景 我叫亚历山德罗•古佐,是一名独立游戏开发者,目前开发过两款第一人称恐怖冒险游戏:《The Land of Pain》和《The Alien...

13.4.2023 - 作者:亚历山德罗•古佐 (Alessandro Guzzo)

借助互动音频增强游戏的可玩性

简介 我叫马特•摩尔多万,多年来一直从事电子游戏的声音设计、音频实现和作曲,目前在位于匈牙利的 Nemesys Games...

12.2.2024 - 作者:马特•摩尔多万 (Máté Moldován)

构建无缝游戏音频测试工作流:Unity-Reaper-Wwise 音频回放工具链

前言 在游戏音频开发的世界里,我们常常面临这样的挑战:你刚刚搭建好一个全新的 Wwise 项目,准备进行 boss 战的实机测试,却发现现有的游戏管理(GM)命令并不如预期般便捷。...

6.11.2024 - 作者:孟庆杰 & 张宜喆

更多文章

《11-11: Memories Retold》背后的声音设计

《11-11: Memories Retold》是一款叙事游戏,其背景设在第一次世界大战期间,讲述了两个角色在西部前线发生的故事。其中,Harry...

Tell Me Why | 音频日志 – 第 2 部分:音乐

《Tell Me...

如何解决手游音频开发面临的难题

本文将试着阐明我们在 Rovio 的同人如何使用 Wwise 及其他工具进行免费 (F2P) 手游音频开发,以及都采用了哪些策略来改进工作流程并提升工作效率。...