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Audiokinetic
@audiokinetic
Audiokinetic is the creator of #Wwise, the award-winning audio pipeline solution, and #Strata multitrack SFX library. #GameAudio #InteractiveAudio #GameDev
Montréal
Joined January 2012
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    We're excited to introduce ReaWwise, a new REAPER extension by Audiokinetic that streamlines the transfer of audio assets from your REAPER project into Wwise. Read about it in this week's blog, link below! #Wwise #reaperdaw #GameAudio hubs.ly/Q01m-6jN0
    Black background with the words "ReaWwise: Connecting REAPER and Wwise" taking up the top half of the image. Underneath, a REAPER and Wwise logo are being connected by a double arrow.
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    Let's try to make something a little simpler: #Wwise is free for Indies! Check out the video linked below for a quick 3-minute overview by our Head of Licensing, @AKMikeD hubs.ly/Q017jNmr0
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    Have you heard the good news? #Wwise is free for Indies! In this week's blog, our Head of Licensing @AKMikeD goes over exactly what that means and how we got here. #GameAudio #GameDev #IndieDev #IndieGameDev hubs.ly/Q01kYvGD0
    On a black background, the words "Wwise is free for Indies!" is written, followed by a "no money" icon in the bottom half of the image.
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    Learn how @imbainteractive used Wwise and Unreal Engine to bring the sound design of 'No Straight Roads' to life. #wwise #audiokinetic #UE4 #Nostraightroads #gameaudio hubs.ly/H0MLvQn0
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    News: Sony Interactive Entertainment to Acquire Audiokinetic. Audiokinetic will remain independent and neutral, and will continue to serve as key partners to developers and platform holders. Press Release: hubs.ly/H0g5xvh0
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    Ever hear of an "SNES side-chain"? Dive into how @seaofstarsgame blends retro aesthetics & modern tools, including a deliberate self-imposed fake limitation modelled after an actual hardware constraint. 🔗 Read the blog: hubs.ly/Q031x59c0 #GameAudio #Wwise @SabotageQc
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    hello #gameaudio ! The @obsidian audio team is pleased to share with you this in-depth look at how they used #Wwise and #UE to craft the sound, music, and #VO as well as spatialization in #TheOuterWorlds! #gamedev #spatialaudio #gamemusic #sounddesign hubs.ly/H0lwYb10
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    Audiokinetic & Dolby have partnered to bring developers a standardized way to deliver spatial interactive audio for games, adaptive across devices and platforms. The Dolby Atmos mobile plug-in for use with Wwise is now available to all developers. hubs.ly/Q01H1lk_0
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    ❤️ Happy Valentine’s Day! Instead of chocolates, how about an Alan Wake 2 dialogue deep-dive? (Or... both?) Arthur & Taneli break down the interplay of spoken & narrated dialogue in a world where reality constantly shifts: hubs.ly/Q036MMdW0 #GameAudio #Wwise @remedygames
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    #Wwise 2018.1, including the #Unity and #UE 4.19/4.20 integrations, is now live!!! Download it from the Wwise Launcher, and here's a blog on what’s new, colours and beyond!! hubs.ly/H0dhHdN0 #gameaudio #sounddesign #gamedev #interactivemusic #spatialaudio #audiokinetic
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    Today Audiokinetic launched its first SFX library… and it’s multitrack. Find out more, link below! #SoundDesign #Strata #GameAudio @BOOMlibrary hubs.ly/Q01pC5_10
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    Check out the first part in the two-part series of Mastering a Game with #Wwise, where @LoicCouthier & Danjeli dive into how to approach audio mastering in your game. Give it a read, link below! #GameAudio hubs.ly/Q02lfm3Y0
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    Joe Thwaites dives into how his team used interactive music design systems in Sackboy: A Big Adventure to help elevate the game’s scores. Link below to a summary of key points from his recent talk! #InteractiveMusic #GameAudio #Sackboy @JoeThwaites hubs.ly/Q010FT2W0