Spatial Audio

October '23

Happy Halloween folks! 🎃 Here’s a brief rundown of what’s been going on with me sound design-(W)wise with me in October.

Lost Skies - Davey Wards Silver Winner

REALTIME recently announced that the Lost Skies animated trailer has won a Silver Award at the 2023 Davey Awards!

Once again, massive congrats to Justin Andree at Blitz Audio, and all the folks at REALTIME, Bossa Games, Rumpus Animation & Humble Bundle for another awesome achievement! I’m chuffed to have been able to play a small part in this lovely project - the sound design for this trailer was a real joy to work on!

Wwise Training - 3D Audio Mixing

At the tail end of September, I attended one of Audiokinetic’s online training sessions to learn more about the workflow for 3D Audio Mixing in Wwise. While spatial audio is an extremely exciting area of much innovation in the field of game audio, in my opinion, it also comes with a significantly steep learning curve. I’ve found that it can be challenging just to get one’s head around some of the tricky concepts involved (all of which build upon each other in complicated ways), let alone feel prepared enough to be able to confidently author and implement assets for a spatial audio project. For this reason, when I saw this training session, I knew that I had to make sure I attended no matter what!

This was an incredibly useful and engaging session that covered a lot of ground in a short space of time. While there was only so much that could reasonably be covered in the 4-hour runtime, I do now feel much more confident with the spatial audio workflow in Wwise, and I’m looking forward to putting these strategies into practice in my future projects.

Wwise 101 Revision

I’ve been going through the Wwise 101 materials again to brush up on the core fundamentals ahead of taking the 301 and 251 certifications. The last time I went step-by-step through all of the 101 documentation was back in 2018, so it felt like it was due time for me to have a bit of a refresh.

I did have a couple of stumbles in the last few modules (no thanks to some slightly odd wording in pair of questions asking about the exact definitions of aux buses and effects rendering), but other than that, I think it went fairly well.

The next step in my plan to become more (W)wisened is to tackle the 301 cert, so it’s time to lace up my adventuring books, pick up my sword and prepare for the journey into the Wwise Adventure Game’s Allegro Kingdom. Wish me luck!

Post apocalyptic Desert

One of the audio implementation projects I’m currently chipping away at is a sound re-design for the ‘Post Apocalyptic Desert’ UE4 environment asset by KK Design. I’ve been playing a lot of Cyberpunk 2077 recently, and really enjoying how the sounds have been designed and implemented for the various vehicles of Night City - parituclarly the older, clunkier trucks and jeeps that tend to appear in the nomadic Badlands on the megacity’s outskirts.

Post Apocalyptic Desert is a complete project, that most importantly for my purposes, contains a cool rugged vehicle.

One small but very satisfying bit of progress so far has been learning how to swap out the the defaut UE4 mannequin with one a bit more character - namely the ‘Cyberpunk Mercenary’ model by Fajrul Falakh NF - Characters.

I’m still in the early stages of this design, but I’m pleased with what I’ve been able to get done so far - namely, getting a lot of print string nodes in place ready for sounds to be dropped in later. Having just watched Michał Pukała’s super-inspiring Taking It Up A Notch Game Sound Con talk, which focused how the audio team at CD Projekt Red approached upgrading and overhauling their vehicle audio content and pipeline, I’m keen to see if I can try and replicate some of their techniques they used to bring Night City’s cars to life, albiet on a much, MUCH, smaller scale (i.e. 1 car versus 100s of cars!)