It was an incredible honour to host the line-up of audio professionals who presented in the Audiokinetic Theater during GDC 2024. We have the first round of videos available for you to watch! Check out the talks you missed, or revisit the ones you enjoyed with us on-site.
Baldur’s Gate 3: An Audio Technical Deep Dive
Audio Director Stefan Randelshofer joined us to showcase the audio implementation for this hit RPG game set in the D&D universe, Baldur's Gate 3! Watch to know more about the various systems implemented in Wwise, and the process and impetus behind adding support for Dolby Atmos in the final six months of development.
Troubleshooting with Wwise
Technical Customer Support Lead at Audiokinetic, Guillaume Renaud, dives into troubleshooting with Wwise, guiding us through understanding the Voice Pipeline using the Wwise Profiler.
How to Voice Dynamic Content Using ReadSpeaker's On-Device Text-To-Speech Solution Through Wwise
Pontus Melin (Product Manager, ReadSpeaker) explores how you can integrate ReadSpeaker's upcoming Text-To-Speech (TTS) plugin for Wwise. Discover how easily you can customize TTS Voices in the Authoring tool, and then send text from the game that is converted into speech at runtime. All running locally on the device, with cross-platform support.
Somerville Audio Deep-Dive
In this talk, Matteo Cerquone (Audio Director, Jumpship) and Jay Steen (Tech Director, SweejTech), discuss the creative and technical challenges of Somerville's sound and how they overcame them. They cover the cinematic, storytelling mix and creating the game's brooding sonic atmosphere, how the alien elements of the game's sound were created and implemented, how sound was used to ground the player in an interactable environment, and how its otherworldly soundtrack brought the experience together.
Wwhat's New & Wwhat's Next with Wwise
Wwise 2023.1 continues to grow in the direction of interactive audio workflows across the industry. Increasing the number of effects per-object, Reverb Zones and improvements to Spatial Audio: Acoustics, along with additional features that expand on the ability to create compelling and immersive audio experiences with Wwise. Meanwhile, work is already underway to improve real-time iteration between the game and Wwise, along with exciting new features and updates for 2024.1. In this presentation, Damian Kastbauer (Product Manager, Audiokinetic) covers the high-level features of Wwise 2023.1 and looks to the future of what's planned for Wwise 2024.1.
Wwise Spatial Audio: Acoustics
The Wwise Spatial Audio: Acoustics product is a family of features allowing users to create realistic and interesting sound propagation in virtual environments. At Audiokinetic, we are constantly growing our Wwise Acoustics solution, so join Audiokinetic Software Developer Thalie Keklikian to learn more about the current iteration of its features. We look into Rooms, Portals and Reverb Zones in a small demo map using the Unreal game engine.
It Takes Two - Inhouse Music with Collaboration
Gustaf Grefberg (Music Designer, Hazelight Studios) explores the music of the Snowglobe level from “It Takes Two” and how he & Kristofer Eng collaborated to come up with the final product. Dive into how Wwise was used to help make music that was both dynamic and fit into a linear story.
Finding Space For Sound: Acoustics in 'Avatar: Frontiers of Pandora'
Five years ago, Snowdrop Audio Architect Robert Bantin showed us how the Snowdrop Engine delivered high-fidelity environmental acoustic effects for “Tom Clancy’s The Division 2”. With “Avatar: Frontiers of Pandora” these technologies had to be adapted or re-designed to a planetary scale, while also maintaining their fidelity at a city scale. Not only was this achieved, but this raised the bar on quality, delivering even more detailed acoustic effects such as: physically accurate early and late reflections; and more elegant direct field estimation.
Haptics Design and Workflow Presentation and Hands-On Session
Kristian Svane Rømer, Senior Sound Designer at IO-Interactive, presents what design, tools, implementation and workflows are involved in creating audio-driven controller vibrations. He showcases best practices for creating haptic feedback; how to keep the player’s fully immersed during game play without pulling their attention to the controller vibrations, but rather it be natural and subconscious. Showcasing examples from Hitman III, watch to learn more!
Keep an eye out on Audiokinetic's YouTube channel for the remaining sessions recorded at the Audiokinetic Theater at GDC 2024! A huge thank you from all of us at Audiokinetic to everyone who presented at the booth, and to everyone who came by to spend some time with us on-site.
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