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Product: Silicon Knights' Too Human To Use Wwise

Audiokinetic has announced that its WaveWorks Interactive Sound Engine (Wwise), a middleware solution specifically designed for sound designers and audio programmers in t...

Jason Dobson, Blogger

November 9, 2006

1 Min Read

Audiokinetic has announced that its WaveWorks Interactive Sound Engine (Wwise), a middleware solution specifically designed for sound designers and audio programmers in the game industry, has been selected by Silicon Knights for the development of Too Human for the Xbox 360. Wwise was created by sound experts, and features an optimized sound engine for managing audio processing along with a non-destructive authoring tool for creating audio set structures, managing sound integration, defining both audio propagation and audio behaviors, and creating sound banks. With Wwise, game developers have the flexibility, toolsets and workflow to enhance even the most sophisticated game content. The news marks the second recent major Xbox 360 title to be announced as utilizing the Wwise solution. In August, Audiokinetic announced that it had entered into a long term licensing agreement with Microsoft Game Studios concerning the use of the software for games developed and published by MGS, the first of which will be Shadowrun. “Our audio goal with Too Human is to feature a sweeping orchestral score that will create an immersive game experience,” commented Too Human's audio director Steve Henifin. “We were looking for a solution that would eliminate technical restrictions. We wanted our creativity to be our only limit. Wwise has all we need to reach our audio goal. And it makes us save so much time: a typical change that used to take us 30 minutes or more to complete, now only takes 12 seconds. We are very happy and excited to be working with Wwise.”

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