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On Thursday, Paolo Armao will be lifting the hood on how his team used Wwise to create the sound of the future in Redout 2. From the tightly synchronized use of granular synthesis using SoundSeed Grain, to the full-embrace of the Object-based Audio pipeline, come hear more about the process of using Wwise as a blank page to fill the game with dynamic audio.
0:00:00 - Start
0:04:15 - Welcome to Wwise Up On Air
0:04:45 - Audiokinetic News
0:09:38 - Community Spotlight
0:11:33 - Welcome to the livestream, Paolo Armao!
0:17:12 - How Paolo arrived at this project
0:19:37 - Intro to Redout 2
0:20:36 - Audio pillars
0:22:18 - Challenges
…...more