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Your email address will not be published.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

Blind Accessibility - Step One: Get to know your players

Over the last decade, game accessibility has seen a huge rise in awareness and support from the...

23.4.2019 - By Adriane Kuzminski

Hitman 2: Enhancing Reverb on Modern CPUs

Popularization of CPUs with six and eight cores means that untapped processing power becomes...

28.8.2019 - By Stepan Boev

Playing an iconic puzzle game to the beat

More than a year ago, when I was called to work on a new game, I didn't expect it to be for the...

30.6.2022 - By Uriel Orozco

Making Music Design Choices in Little Orpheus

Little Orpheus is a side-scrolling adventure game about one comrade’s journey to the centre of the...

15.9.2022 - By Jim Fowler

Wayward Strand's Voiceover Pipeline | Part 1

In Wayward Strand, you play as 14 yo Casey Beaumaris, in 1978 regional coastal Australia. Over a...

29.9.2022 - By Maize Wallin

What Early Access Users Said About the Strata Multitrack SFX Library

The Inception of Strata SFX library creators have produced and distributed their content in roughly...

13.10.2022 - By Simon Ashby

More articles

Blind Accessibility - Step One: Get to know your players

Over the last decade, game accessibility has seen a huge rise in awareness and support from the...

Hitman 2: Enhancing Reverb on Modern CPUs

Popularization of CPUs with six and eight cores means that untapped processing power becomes...

Playing an iconic puzzle game to the beat

More than a year ago, when I was called to work on a new game, I didn't expect it to be for the...