Dec 09 2009
Halo Wars now using Audiokinetic’s Wwise
From GameSpy:
Any news about Halo Wars is good news right? In that spirit, Ensemble Studios announced today that its chosen [Montreal based] Audiokinetic’s Wwise — WaveWorks Interactive Sound Engine — as its audio pipeline solution. The software helps developers blend sound effects, render effects, generate sound banks for use within a game, as well as several other editing tools for sound designers and programmers.
"Wwise is playing a major role in helping Ensemble Studios create the engaging audio experience that we feel Halo Wars deserves," says Kevin McMullan, Music/Sound Lead, Ensemble Studios. "The first thing that stood out for us about Wwise was just how well it was designed. Because the support team was so open, responsive and helpful, the integration of Wwise into our development environment was incredibly smooth and easy."
Related posts:
- Audiokinetic Joins Epic Games’ Unreal Engine 3 Integrated Partners Program
- Tool Focus: SoundSeed Impact 2008.1
- Audiokinetic Debuts WWise 2009.3 Game Audio Tool
- Audiokinetic releases two new real-time McDSP plugins for WWISE
- Develop Magazine speaks with Montreal-based Audiokinetic’s Wwise, Simon Ashby
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Any news about Halo Wars is good news right? In that spirit, Ensemble Studios announced today that its chosen [Montreal based] Audiokinetic’s Wwise — WaveWorks Interactive Sound Engine — as its audio pipeline solution. The software helps developers blend sound effects, render effects, generate sound banks for use within a game, as well as several other editing tools for sound designers and programmers.










Halo Wars now using Audiokinetic’s Wwise http://bit.ly/7j42JH #gamesmontreal
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