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Route, Prioritize, Adapt - Wwise Tactics for Combat Audio Mixing

23.5.2025 - By Camilla Coccia & Aram Shahbazians

Learn Wwise tactics for combat audio mixing in Enotria: The Last Song. Discover how a clear bus system & smart RTPCs keep every attack & spell readable.

ReadSpeaker and Audiokinetic Introduce speechEngine for Wwise: Runtime On-Device Text to Speech

22.5.2025 - By ReadSpeaker

speechEngine for Wwise is a cross-platform text-to-speech solution and seamlessly integrates into the game development workflow. 

Wwise Tips & Tools

Sound and Music in Warhammer 40,000: Rogue Trader | An Audio Director's Perspective

15.5.2025 - By Sergey Eybog

Behind Warhammer 40,000: Rogue Trader's audio: From Low Gothic ambience to epic combat music, Wwise & Unity workflows, an audio director's story.

Game Audio

Engine Sound Modeling: From Sampling to Granular Synthesis in Wwise

9.5.2025 - By Rakip Galiev

Inside engine sound creation for games: An exploration of Wwise using both sample-based and REV2 granular synthesis techniques.

Game Audio

Audiokinetic's April 2025 Highlights

2.5.2025 - By Audiokinetic

We’re recapping all the latest - from deep dives into surgical dialogue mixing, the intricate audio of Marvel’s Spider-Man 2, and much more!

Game Audio

Wiggle Room: Sound, Play, and Interactive Audio in a Public Installation

23.4.2025 - By David Baxter

Wiggle Room is an installation that combined real-time body tracking, physics-driven visuals & interactive sound to create an open-ended play experience.

LBE

Migrating Your Custom Wwise Plug-ins to the Wwise 2021 GUI Model

16.4.2025 - By Robert Bantin

A guide to help you update legacy Wwise plug-ins to the new GUI model that was introduced in Wwise 2021.

Game Audio

Managing Complexity: How External Sources Could Benefit Your VO and Mix

9.4.2025 - By Charles Pateman

Exploring the pros & cons of using External Sources and looking at some examples from Star Wars Outlaws.

Game Audio

Explode in REAPER Project: basehead’s New Strata Integration

7.4.2025 - By Simon Pressey

Strata metadata to REAPER: basehead's new feature directly opens source projects with timeline cursor positioning for precise edits.

Strata Tips & Tools

Surgical Dialogue Mix: Cutting Through the Noise, Without Sacrificing the Soundscape

3.4.2025 - By Michał Korniewicz

Learn how to surgically mix dialogue for games in Wwise. Get clear dialogue without sacrificing the soundscape.

Game Audio

Audiokinetic's March 2025 Highlights

1.4.2025 - By Audiokinetic

This month, we’re recapping all the latest - from Star Wars: Outlaws & The Alters audio deep-dives, to Wild Bastards, Wwhisper, and more! Let’s dive in!

Game Audio

Wild Bastards | Music & Nested Switch Containers

27.3.2025 - By Ryan Roth

Sound design deep dive: Wild Bastards' FPS strategy, Wwise music variation, and seamless character dialogue.

Game Audio

Join Audiokinetic During GDC 2025

14.3.2025 - By Audiokinetic

This GDC, we're stepping away from the expo floor and rolling out the red carpet for the game audio community at the AMC Metreon.

Community & Events
Game Audio

Using Wwhisper to Connect REAPER and Wwise

7.3.2025 - By Thomas Fritz

Wwhisper is a ReaScript that enables REAPER to send commands to Wwise using take markers and automation lanes. Learn how it works!

Game Audio

Audiokinetic's February 2025 Highlights

6.3.2025 - By Audiokinetic

This month, we’re recapping all the latest Alan Wake 2 blogs, sharing fresh videos, and looking ahead to GDC. Let’s dive in!

Game Audio

Inside the Mind of Alan Wake 2: The Role of Audio QA

28.2.2025 - By Adam Butterworth

How does Audio QA diagnose and solve audio issues in Alan Wake 2? Learn how debugging tools, Wwise, and in-game systems helped fix complex sound bugs.

Game Audio

Inside the Mind of Alan Wake 2: Designing Echoes in Wwise

20.2.2025 - By Tazio Schiesari

Discover how Alan Wake 2’s Echoes were designed using granular synthesis, transforming fragmented voices into an evolving, interactive soundscape.

Game Audio

Inside the Mind of Alan Wake 2: Distinguishing Dialogue

14.2.2025 - By Arthur Tisseront & Taneli Suoranta

Explore the unique challenges of dialogue implementation in Alan Wake 2, balancing spoken and narrated lines in a reality-bending story.

Game Audio

Audiokinetic's January 2025 Recap

5.2.2025 - By Audiokinetic

We’ve got some fresh blogs, videos, and resources for you this month to recap January 2025.

Game Audio

Dustborn: Crafting the Soundscape of a Comic Book-Inspired Roadtrip

31.1.2025 - By Simon Poole

Key audio systems used in the development of Dustborn, and how Wwise was used to bring the audio vision to life.

Game Audio

Naming Convention Best Practices

23.1.2025 - By Can Uzer

What makes a good naming convention in game development, and why should you care?

Game Audio