Tag Archive 'audiokinetic'

Feb 04 2010

Develop Magazine speaks with Montreal-based Audiokinetic’s Wwise, Simon Ashby

Published by Chris Comeau under Interview

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

Audiokinetic releases two new real-time McDSP plugins for WWISE

Published by Chris Comeau under News

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 [...]

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Dec 09 2009

Halo Wars now using Audiokinetic’s Wwise

Published by Chris Comeau under News

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 [...]

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Nov 26 2009

Audiokinetic Debuts WWise 2009.3 Game Audio Tool

Published by Chris Comeau under News

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.

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 [...]

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