Blog homepage

Audiokinetic and Dolby bring Dolby Atmos developer tools to Wwise

Game Audio

Audiokinetic and Dolby announced today that they are working to create a deeper integration of Dolby Atmos into the Wwise pipeline, making workflows easier for developers to add new dimensions to their game.  Together, we will continue to focus on bringing developers a standardized way to produce and deliver spatial interactive audio content for games that is adaptive across devices and platforms. Audiokinetic brings with Wwise the methodology and toolsets for producing and integrating object-based audio, and Dolby, with Dolby Atmos, brings a standardized playback environment that best leverages such audio for the delight of the end users.  The Dolby Atmos mobile plug-in for use with Wwise, previously only available in closed beta, is now available to all developers.
 
“Developers that are implementing spatial audio are instantly reaping rewards from augmenting the sense of presence and achieving dramatic increase in player engagement. With Wwise’s native support for object-based audio, we are enabling game developers to produce their audio content in a way that maximizes the directionality of the sound emitters which greatly enhance the game experience, especially when delivered in Dolby Atmos.” said Simon Ashby, Head of Product at Audiokinetic. 
 DolbyAtmos_Wwise_Partnership_short_white


“Dolby Atmos and Audiokinetic’s Wwise are both important tools in creating these experiences. We are working together to make it easier for game developers to create the experiences they envision and deliver those experiences to players at the highest quality with the least effort.”  Michael Hunley, Senior Director, Games for Dolby added.
 
We look forward to engaging with our developer community as we continue to make strides in this space.

Subscribe

Audiokinetic

Audiokinetic

Audiokinetic sets new standards in audio production for interactive media and games. The company’s middleware solutions, including the award-winning Wwise® and SoundSeed®, empower sound designers and audio programmers with a cost effective, comprehensive authoring tool and audio engine for creating innovative interactive experiences. Audiokinetic is headquartered in Montréal, QC, Canada, has subsidiaries in Tokyo, Japan, and Shanghai, China, as well as Product Experts in Europe.

 @audiokinetic

Comments

Leave a Reply

Your email address will not be published.

More articles

A Brief History of Music in Video Games

Music is a key part of all modern video games. You only have to look at Persona 4’s oddball mix of...

25.9.2018 - By TechJVB

Players Have Spoken: Video Game Music Must be Adaptive

Music for video games is inherently different from that for linear media. The compositional...

13.11.2018 - By Valerio Velardo, PhD

A Wwise Unity Cheat Sheet

Let's talk about the Wwise Unity Integration. There are quite a few educational resources that have...

20.8.2020 - By Mads Maretty Sønderup

How to Create Audio-Reactive Objects Using Wwise and Unity

I would like to show you how to use RTPCs to move game objects in Unity, and how to create...

9.2.2023 - By Tomokazu Hiroki

GRIM SYNC - Advanced REAPER to Wwise Bridge System

This article was originally published on lkctools.com.

9.3.2023 - By Nikola Lukić

Adventures With AudioLink

At GameSoundCon last October, I was having lunch with Damian at the fancy sandwich place around the...

20.3.2023 - By Peter "pdx" Drescher

More articles

A Brief History of Music in Video Games

Music is a key part of all modern video games. You only have to look at Persona 4’s oddball mix of...

Players Have Spoken: Video Game Music Must be Adaptive

Music for video games is inherently different from that for linear media. The compositional...

A Wwise Unity Cheat Sheet

Let's talk about the Wwise Unity Integration. There are quite a few educational resources that have...