Feb
04
2010
From Develop Magazine (via Twitter):
The latter part of this decade has seen FMOD and Miles’ dominance of the audio middleware market seriously challenged by Montreal-based Audiokinetic’s Wwise. Ed Fear spoke to Simon Ashby, the firm’s VP of product strategy, to see how this year’s new products have gone down and what’s next for 2010…
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Dec
17
2009
From Engine Audio:
A partnership between Audiokinetic and McDSP has brought two new real-time plugins to the WWISE game audio pipeline. The ML1 is a brick-wall limiter, and the FutzBox is a distortion and speaker simulation. These tools are providing sound designers with more choices during the production of their game. Many times to get the [...]
Dec
09
2009
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 [...]
Nov
26
2009
From Gamasutra:
Video game audio solution provider Audiokinetic has released Wwise 2009.3, the latest version of its award-winning audio pipeline solution, including a number of notable new enhancements.
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The Montreal-based company, whose tool is used by companies such as High Voltage and Frontier Developments, also gave a sneak-peek of its roadmap for Wwise for 2010, and [...]