menu
 

Audiokinetic's January 2025 Recap

Game Audio

Happy February! We’ve got some fresh blogs, videos, and resources for you this to recap January 2025, including:

  • Wwise Unreal Integration tutorials, recently refreshed for Unreal 5
  • What's new in Wwise 2024.1 for Godot
  • Naming convention best practices
  • And more!

Let's dive in!

Blog Highlights

24 Tips & Tricks from Wwise Trainings

Wwise-tips-tricks-Thumbnail (1)

By Mads Maretty Sønderup

Wwise Training has become a key resource for the global audio community. Explore its journey, training options, and 24 Wwise tips & tricks! Read more.

What's New in Wwise 2024.1 for Godot

Wwise-Godot-title

By Alessandro Famà

Wwise 2024.1 for Godot brings significant improvements & new features to optimize the integration process. Learn more about this community effort with creator Alessandro Famà! Read more.

Naming Convention Best Practices

Naming-Convention-Best-Practices-Title

By Can Uzer

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

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

Final_Dustborn-Title-v3-1-2

By Simon Poole

How do you ensure your stingers are adaptive and always fit your game's key signature? How do you design for a world where sound exists across two dimensions at once? Read more.

Video Highlights

Integrate Wwise as an Engine Plugin for Unreal: Step-by-Step Guide

How to Use Wwise as an Engine Plugin_Thumbnail (1)

Streamline your audio workflow with Wwise as an engine plug-in for Unreal Engine!

In this video, Audiokinetic Software QA Tester Stevyn Vieville walks you through installing the Wwise Unreal Integration as an engine plug-in - a great choice if you're working on multiple Unreal projects that share Wwise setups.

Unlike a game plug-in, which is specific to a single project, the engine plug-in method integrates Wwise directly into Unreal Engine itself. The advantage of using Wwise as an engine plug-in is that you can work on multiple projects that share the same Wwise setup, as long as you're using the same Unreal Engine version. Watch here.

Physics Debris | Strata Collection Overview with Chase Steele

Physics Debris | Strata Collection Overview with Chase Steele

An extension of our massive Physics collection, Physics Debris adds a new layer of detail to your projects, seamlessly complementing the extensive offerings of the original collection. Watch here.

Documentation Tips & Tools

Have you checked out our introductory tutorials for the Wwise Unreal Integration, recently refreshed for Unreal 5? Dive into how to integrate music, play sounds from animations, play sounds from physics-based objects, and more. Get started here.

In Other News

Troubleshooting with Wwise: Learn how to monitor performance and analyze sound behavior effectively. Secure your spot for our next 4-hour workshop here.


Want more updates like this?

Subscribe to our monthly blog newsletter to get the latest news straight to your inbox! To do so, sign into your Audiokinetic account, go to your "Account & Settings", and be sure to subscribe to the "Blog" email subscription!

Audiokinetic-Settings-blog-emails

Audiokinetic

Audiokinetic

Audiokinetic is the leading provider of cross-platform audio solutions for interactive media and gaming, and sets new standards in interactive audio production for location-based entertainment, automotive, consumer electronics, and training simulation. A trusted and strategic partner to the world’s largest interactive media developers and OEMs, Audiokinetic has a long-established ecosystem of allies within the audio industry and amongst platform manufacturers. The company’s middleware solutions include the award-winning Wwise, as well as Wwise Automotive and Strata. Audiokinetic, a Sony Group Company, is headquartered in Montréal, Canada, has subsidiaries in Tokyo, Japan, Shanghai, China, Hilversum, Netherlands, as well as Product Experts in the USA.

 @audiokinetic

Comments

Leave a Reply

Your email address will not be published.

More articles

Clocker: Designing Game Audio Logic (Part 1)

In this two-part blog series, we'll be going over the way we designed the sound system for Clocker. ...

16.1.2020 - By YU TAN

Hardcore Mecha: Sound Design (Part 1)

Hello everyone! I’m Jian’an Wang, a composer and audio designer from RocketPunch Games. For the...

19.2.2020 - By Jian'an Wang (王健安 )

Infusing The Sound of Distance into Mohawk Games’ Old World

Inception When AudioTank was first approached by Mohawk Games to create and implement the sound...

9.6.2020 - By Stephen Frank

Loop-Based Car Engine Design with Wwise | Part 1

In this series, we’ll have a look at how to set up a sound design for a simple loop-based car engine...

12.8.2021 - By Arto Koivisto

Which is Witch? | Step Up Your Sound Game Jam

This article was written following the second annual Step Up Your Sound Game Jam, an Android...

22.6.2023 - By Fresh From The Coven Games

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

Mixing voice in games can be a major logistical challenge, with thousands or even hundreds of...

9.4.2025 - By Charles Pateman

More articles

Clocker: Designing Game Audio Logic (Part 1)

In this two-part blog series, we'll be going over the way we designed the sound system for Clocker. ...

Hardcore Mecha: Sound Design (Part 1)

Hello everyone! I’m Jian’an Wang, a composer and audio designer from RocketPunch Games. For the...

Infusing The Sound of Distance into Mohawk Games’ Old World

Inception When AudioTank was first approached by Mohawk Games to create and implement the sound...