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Nathan Harris
Sr. Software Developer, R&D - Audiokinetic
Nathan Harris moved to Montreal in 2012 to pursue his dream, developing cutting edge technology for Audiokinetic which would be deployed in hundreds of games across the globe. Previously a Wwise power user and enthusiast, he now works on the research and technology team as a spatial audio and software architecture specialist. Nathan has a black belt in Brazilian jiu jitsu, and when not on the mats or solving problems for tomorrow's most immersive video games, he enjoys brewing beer and roasting coffee using DIY gadgets.

4 articles by this author

New Releases
Sound Design
Spatial Audio
Wwise Tips & Tools

New in Wwise Spatial Audio 2023.1 | The Revised Aux Send Model

If you’ve scanned across the list of new features for Wwise 2023.1, and indeed, there are many, you may have come across a curious phrase: “Revised Aux Send Model”. What on earth is that!? Well that,...

6.12.2023

Reverb Needs Spatialization Too: A Guide to Rooms and Portals in Wwise Spatial Audio

Recently, there has been a lot of hype surrounding spatial audio, but the truth is, “spatial audio” can mean a lot of things and the myriad of available options can be overwhelming. There are many...

26.3.2019

Fun with Feedback

Introduced with Wwise 2017.1, 3D busses and auxiliary sends from busses make it possible to use the sound engine in a much more modular fashion, and indeed do some things that Wwise was never...

17.10.2017

Working With the New 3D-Bus Architecture in Wwise 2017.1: Simulating an Audio Surveillance System

Imagine you are developing a “covert espionage” game that features an audio surveillance system – a gameplay system that allows you to plant a hidden microphone in the world. The audio is captured at...

4.7.2017