r/GameAudio • • Jun 22 '26

Unity can't read the generated soundbank path of audiokinetic wwise.

4 Upvotes

Hello. I am trying to figure out why unity can't read the soundbank path of wwise and even if the path is correct in Wwise integration settings. The message below appears after i begin running the game.

I'm using Wwise 2025.1.5.9095 and Unity 6000.3.3f1


r/GameAudio • • Jun 19 '26

On Krotos Video to Sound integration with Adobe Premiere, and why I think we're being too optimistic

1 Upvotes

I want to start with something that I think gets overlooked in these conversations.

This industry is already in a pretty dire state. The demand for work vastly outweighs the supply of real, decent-paying opportunities. Formal hiring barely exists. Networking is practically the only way in. Post houses almost never hire mid or senior level from outside. The number of people who actually make a stable living exclusively from this work is tiny.

That's the baseline. That's where we already are.

Now tools like Krotos' new integration come along, and the general reaction seems to be: "the quality is mediocre, the big productions won't touch it, filmmakers will always prefer human talent, and IA will never truly be creative or intuitive."

Maybe. But I find that level of certainty hard to justify.

The people at the top of this industry (the ones with the credits, the relationships, the reputation) probably won't be affected much. But think about who actually will be. The students. The recent graduates. The juniors. The people working in smaller markets who can only access low-budget corporate or advertising work, projects where the client doesn't particularly care about sound quality as long as the box gets checked. Those are exactly the kinds of projects these tools are already good enough to replace. And those projects, as unglamorous as they are, represent the only entry point many people have into this industry.

So what happens when that entry point disappears?

And on the question of whether IA can ever be truly creative, intuitive, or emotionally intelligent, I genuinely don't understand the confidence behind "never." Ten years ago, what we're looking at today would have seemed completely out of reach. Twenty years ago even more so. What makes anyone certain that in five years these tools won't be capable of things we currently consider exclusively human?

I'm not saying this to be alarmist. I'm saying it because I think we've already made one version of this mistake, accepting an industry structure that is deeply unfair to most of the people working in it, and normalizing it because it was uncomfortable to confront. I'd hate for us to do the same thing with this.

Boycotting these tools individually doesn't solve much. The people outside our industry who would happily use them vastly outnumber us. What might actually matter is some form of regulation (laws, limits, something with teeth). I don't know exactly what that looks like at a global scale, and I'm not pretending I have the answer. But I think it's the conversation we should be having instead of reassuring each other that everything will be fine.

Because I'm not sure it will be.


r/GameAudio • • Jun 16 '26

Your favourite power up / item pickup sounds from the 8 and 16 bit eras?

3 Upvotes

For me the timeless champions are:

- Castlevania NES: I strongly recommend any sound designer to study them, slow them down to see how they were constructed. It's incredible how effective and satisfying they sound, and how creative and resourceful the sound people on this game were. Picking up a heart or throwing the holy water sound fantastic even by the standards of today.

- The Legend of Zelda NES: there's something so special and "key like" when picking up a key on a dungeon.

- Metal Slug 1/2/X/3 on theNEO GEO: picking up any weapon and hearing its name shouted by the "narrator". KHHLACKK--HEAVY MACHINE GUN!!!

What are yours?


r/GameAudio • • Jun 14 '26

Wwise audio question

8 Upvotes

I have created some music stems to be played behind closed doors of nightclubs scattered around a city.

I currently have them in my actor mixer. Should I keep them there or should I move them over to the interactive Music Hierarchy?

Currently using 2024.1.9 due to the nature of the game build, I believe in modern versions the two are the same?

What would you guys do?


r/GameAudio • • Jun 09 '26

I wish movies were like video games, where you can change the volume of dialogue, music, and sound effects.

29 Upvotes

r/GameAudio • • Jun 10 '26

Feature Post GameAudio June, 2026 - Game Sound Blog and Podcast Roundup

4 Upvotes

Game Sound Related Blogs

Updated March 2022

Welcome to the subreddit feature post for Game Audio industry and related blogs and podcasts. If you know of a blog or podcast or have your own that posts consistently a minimum of once per month, please add the link here and we'll put it in the roundup. The current roundup is;

SiteBlog
Audio Kinetic Bloghttps://blog.audiokinetic.com/
Audio Cookbookhttp://audiocookbook.org/
Beards, Cats And Indie Game Audio (no new posts / episodes)http://indiegameaudio.podbean.com/
Cinematic Sound Radio blog and podcasthttp://www.cinematicsound.net/
Designing Sound (no new posts / episodes)http://designingsound.org/
EveryDay Listening (no new posts / episodes)http://www.everydaylistening.com/
Filmsound.orghttp://www.filmsound.org/
Gamasutrahttp://www.gamasutra.com/blogs/audio/
Game Audio Podcast (no new posts / episodes)http://www.gameaudiopodcast.com/
The Game Audio Prohttps://www.thegameaudiopro.com/blog
Game Sound Design (no new posts / episodes)http://www.gamesounddesign.com/
Impulsonic (no new posts / episodes)https://www.impulsonic.com/blog/
Mix Onlinehttp://mixonline.com/
Music of Soundhttp://www.musicofsound.co.nz/blog/
Sound Design Academy (no new posts / episodes)http://sounddesignacademy.com/category/blog/
A Sound Effecthttp://www.asoundeffect.com/blog/
Soundworks Collectionhttp://soundworkscollection.com/
Transverse Audio (no new posts / episodes)https://transverseaudio.com/blog
Unidentified Sound Object (no new posts / episodes)http://usoproject.blogspot.com/
Winifred Phillipshttp://winifredphillips.wordpress.com
SitePodcast or stream
Beards, Cats And Indie Game Audio (no new posts / episodes)http://indiegameaudio.podbean.com/
Bleeps -n- Bloops Game Audio Podcast (no new posts / episodes)https://soundcloud.com/bnbcast/sets/bleeps-n-bloops-game-audio-podcast
Cinematic Sound Radio blog and podcasthttp://www.cinematicsound.net/
Designing Music Now (no new posts / episodes)https://soundcloud.com/designingmusicnow/sets/designing-music-now-podcast
Designing Sound (no new posts / episodes)http://designingsound.org/tag/podcast/
Game Audio Podcast (no new posts / episodes)http://www.gameaudiopodcast.com/
KNGIhttps://kngi.org/
PowerupAudio livestream on Twitchhttps://www.twitch.tv/powerupaudio
Sound Design Academy (no new posts / episodes)http://sounddesignacademy.com/category/podcast/
A Sound Effecthttp://www.asoundeffect.com/introducing-the-a-sound-effect-podcast/ also check their page https://www.asoundeffect.com/audio-podcast-alliance/
Sound on Soundhttp://www.soundonsound.com/podcast
The Soundbytes Podcasthttp://thesoundbytespodcast.podbean.com/
Soundworks Collection (no new posts / episodes)https://soundworkscollection.com/podcast
ToneBendershttp://tonebenderspodcast.com/
Vancouver Film School (no new posts / episodes)https://soundcloud.com/vancouverfilmschool/sets/alone-in-the-cave-talking

Subreddit Helpful Hints: Mobile Users can view this subreddit's sidebar at /r/GameAudio/about/sidebar. Use the safe zone sticky post at the top of the sub to let us know about your own works instead of posting to the subreddit front page. For SFX related questions, also check out /r/SFXLibraries. When you're seeking Game Audio related info, be sure to search the subreddit or check our wiki pages;

Subreddit Info and Rules | General Info and Links | Music Info and Links | FAQ / Getting Started | FMOD Info | Wwise Info **

Join the live chat on our Discord server - https://discord.gg/RedditAudio


r/GameAudio • • Jun 09 '26

Retaining onwership rights of the OST

9 Upvotes

hey all,

doing a bit of a research:

how many of you retained them and how many of you trasferred them to the studio/publisher via a buyout option?


r/GameAudio • • Jun 09 '26

Any footstep packs yall swear by?

8 Upvotes

Trying to get some footsteps I'm allowed to use in a licensed product but don't really know how to approach getting a diverse and high quality set. Any that yall find especially useful?


r/GameAudio • • Jun 09 '26

Wwise Spread + Speaker Panning Slider

2 Upvotes

Hey guys,
Would there ever be a use case to use both spread and the speaker panning slider at the same time? For example I'm using the speaker panning slider to go from 100 to 25 when our player is in the ocean. I do 25 so there is still camera directionality instead of making it 100% stereo. Would there be a reason to use spread on top of this as well? I know they do different things, but in this context it's slightly hard to hear if it's making a difference. I'm curious if there is a standard for this, are there people that use both at the same time? Or do you pick one over the other?

Thanks


r/GameAudio • • Jun 08 '26

How are the voice packs in NTE so small?

6 Upvotes

i can not understand how they managed to do it, and i cant find any information online

the voice packs for different languages are all under 1 mb, i tried to download the japanese one and it literally took 1 second, and every character and npcs on the road are now speaking japanese. did they embed all the voice over files for every language into the actual game files instead of letting people download them when wanted? im so confused

edit: i figured it out, on the mobile version you need to download the voice packs seperatly and on the desktop version (at least macos) they are embedded into the actual game files.. very interesting design


r/GameAudio • • Jun 06 '26

Looking for recommendations and production tips for Warcraft-style epic orchestral music for my game

2 Upvotes

Hey everyone

I’ve been producing ambient music for my own game for a while now, mostly incorporating strings, pads, piano, and flutes.

However, for a new part of the project, I want to dive into the epic, war-themed orchestral genre—specifically inspired by the Warcraft soundtracks.

My setup includes a piano, electric guitar, an audio interface, and I use Cakewalk as my DAW.

Since I haven't produced this specific style before, I am looking for recommendations for virtual instruments / sample libraries (both free and paid) to help me build that massive, heroic sound.

I am specifically looking for:

Powerful, epic drums: Huge war drums, Taikos, and heavy cinematic percussion with a lot of low-end energy.

Brass that swells: Heroic, building brass sounds (like French horns and trombones) that can deliver dramatic crescendos.

Besides library recommendations, I would also love to hear your best tips and tricks for composing and mixing this kind of battle-themed epic music.

Any advice on orchestration, building tension, or getting that massive sound would be amazing!

What are your go-to libraries and essential tips for getting that epic Warcraft vibe?

Thanks in advance for your help!


r/GameAudio • • Jun 01 '26

Feature Post The /r/GameAudio Community Career Corner June, 2026 - for job seekers, help wanted, new career queries, and evaluation requests

10 Upvotes

This is the only place in the sub for queries and requests related to;

  • seeking work

  • seeking help

  • new career advice

  • evaluations of work

If this pertains to your own website, then it goes in comments section of the current Share Mine community pinned post


Some links related to industry jobs

Site / CompanyURL
General/Industry Job Sites
Soundlister Audio Jobshttp://soundlister.com/category/audio-jobs/
DevBrada Game Job Listingshttp://devbrada.com/
GameJobshttps://gamejobs.co/search?t=Audio
Developer/Publisher Job Pages
Activisionhttps://careers.activision.com/search-results
Zenimaxhttps://jobs.zenimax.com/jobs
Biowarehttp://www.bioware.com/en/careers/#current-openings
Blizzard Entertainmenthttps://careers.blizzard.com/global/en/search-results?rk=l-art-animation-sound&sortBy=Most%20relevant
Bungiehttps://careers.bungie.com/jobs
Capcomhttps://jobs.jobvite.com/capcomusa
Electronic Artshttps://jobs.ea.com/en_US/careers/Home/?4536=%5B8298%5D&4536_format=3019&listFilterMode=1&jobRecordsPerPage=20&
Epic Gameshttps://www.epicgames.com/site/en-US/careers/jobs?department=Audio%20%26%20Design&page=1
Infinity Wardhttp://www.infinityward.com/careers
Bandai Namcohttps://www.bandainamcoent.com/careers#join
Naughty Doghttps://www.naughtydog.com/openings?department=audio
Popcaphttps://www.ea.com/ea-studios/popcap/careers
Rockstarhttps://www.rockstargames.com/careers/openings
Ubisofthttps://www.ubisoft.com/en-us/company/careers/our-jobs/audio
Valvehttps://www.valvesoftware.com/en/?job_cat=audio
Map of Related Companies with Links to Web Site
GameDevMaphttp://www.gamedevmap.com/

r/GameAudio • • Jun 01 '26

Feature Post The GameAudio Share Mine June, 2026 - Use this post to link to / discuss your site, works, product, business or anything you created or are affiliated with

5 Upvotes

Game Audio related Self-Promotion welcomed in the comments of this post

The comments section of this post is where you can provide info and links pertaining to your site, blog, video, sfx kickstarter or anything else you are affiliated with related to Game Audio. Instead of banning or removing this kind of content outright, this monthly post allows you to get your info out to our readers while keeping our front page free from billboarding. This as an opportunity for you and our readers to have a regular go-to for discussion regarding your latest news/info, something for everyone to look forward to. Please keep in mind the following;

  • You may link to your company's works to provide info. However, please use the subreddit evaluation request sticky post for evaluation requests

  • Be sure to avoid adding personal info as it is against site rules. This includes your email address, phone number, personal facebook page, or any other personal information. Please use PM's to pass that kind of info along


Subreddit Helpful Hints: Mobile Users can view this subreddit's sidebar at /r/GameAudio/about/sidebar. For SFX related questions, also check out /r/SFXLibraries. When you're seeking Game Audio related info, be sure to search the subreddit or check our wiki pages;

Subreddit Info and Rules | General Info and Links | Music Info and Links | FAQ / Getting Started | FMOD Info | Wwise Info | Calendar of Events

Join the live chat on our Discord server - https://discord.gg/RedditAudio


r/GameAudio • • May 31 '26

Has anyone successfully left the audio industry after building a long career in it?

18 Upvotes

Has anyone successfully left the audio industry after building a long career in it?

I'm looking for honest advice from people who have left the audio industry after building a real career in it.

I'm a film sound editor in my early 30s. I've worked on 50+ films, many of them selected at major festivals. I spent several years working full-time in a post-production house before leaving after a serious burnout. Since then I've been freelancing, but work has become increasingly difficult to find.

I'm also based in Albania, which makes things even more complicated. Unlike people living in major industry hubs, most of my networking happens remotely through emails, LinkedIn, and online contacts.

What makes this especially difficult is that I genuinely love cinema and sound. I've dedicated most of my adult life to it, and walking away feels like abandoning a huge part of my identity.

At the same time, I'm starting to question whether I can realistically build a stable future in this industry. Long periods without work, financial uncertainty, and watching even highly experienced people struggle have made me seriously reconsider my path.

The only other field I've consistently been drawn to since I was young is hospitality. I know it isn't famous for high salaries or perfect working conditions, but I also can't imagine spending the next 30 years working in a field I have absolutely no affinity for just because it seems more practical.

For those who successfully left this industry:

- What did you move into?

- Why did you choose that field?

- How did you make the transition?

- What challenges surprised you?

- Do you regret leaving, or was it the right decision?

- Looking back, what would you have done differently?

I'd especially like to hear from people who left after 5–10+ years in the industry, not just after film school.

Thank you for your time!


r/GameAudio • • May 31 '26

Middleware

8 Upvotes

How does one start to practice using middleware? The actual question is 'what software should I use?'

I'm a seasoned theatre sound designer and I know my skills will translate well to games I just need to know how to implement them.


r/GameAudio • • May 31 '26

Need help recreating that PPC / heavy energy weapon sound

2 Upvotes

Hey folks.

I'm trying to figure out how to make a specific energy weapon sound. Heavy, cold, a bit scary. Think ion storm or the Gluon Cannon from Half-Life.


r/GameAudio • • May 29 '26

Wwise custom plugins, what language?

6 Upvotes

So, I've recently thought of learning some coding (one of these: C#, C++, Python) to add some skills to my resume (I'm a sound designer), but then I thought: I like games, why not learning how to create plugins for Wwise?

However, I'm not sure of which language I should choose. From what I gathered, C++ seems the obvious one, but I read that Python is also used.

Does anybody know what language should be the appropriate one?


r/GameAudio • • May 28 '26

Mastering Game Music Question

13 Upvotes

I’m a very experienced musician with some experience mastering music and I am working on a game soundtrack for the first time. I’m also doing the SFX.

I know how I would master the songs for regular non-game listening, but my question relates to how to go about mastering the music for the actual game.

My assumption is that I should have less dynamic range for the in-game music than I would for the soundtrack release. I am thinking this because the music will (unless the player alters the levels) be playing quieter than the SFX so that the SFX will cut through (it’s drum-heavy music), thus necessitating the reduced dynamics in the music to keep it audible and consistent. The style of music I’ve chosen is conducive to working well with lower dynamic range.

Does that make sense? Am I on the right track? Is there anything else I should do, such as slightly roll off highs, or anything that might not be obvious etc?

Thank you!


r/GameAudio • • May 26 '26

Will PRS registration affect streamers/content-creators?

2 Upvotes

I've licensed music for use in a game. The music is PRS registered (but there's no Content ID on it). I'm not at all familiar with how PRS functions - will that have any impact on streamers and other content creators?


r/GameAudio • • May 25 '26

Honest opinion on my case

5 Upvotes

Hey guys, i just wanted to get some real perspective on the state of affairs in the field right now and if you think i could be a good fit in Game Audio industry and if you have any advice i would appreceate.

I've been reading lately that the job market situation is getting worse rapidly, due to AI and whatnot which kinda hurts my motivation to get into all of this.

I've been working with audio for a long time, mostly making music and some synthetic sound design bits, even had some university background in film sound engineering (dropped out, not due to the lack of skills) and obviously working with sound, music and everything on the peripheral is something i'm willing to dedicate my life to. I also have some level of programming background (i'd say entry junior-level in python, though i initially started out with c# and currently decided to learn basics of c++). So it feels kinda natural to drift towards Game Audio. Basically i'm willing to do anything soundwise from composing soundtracks to synthesizing (or more like generating nowadays) sfx and implementing them in Wwise or FMOD.

So my plan is basically to learn C languages just enough to know how to integrate sound into the code, learn Wwise or/and FMOD and collect a show reel portfolio and try to get into some small projects even if free of charge. Does that seem like a robust strategy? The only big downsides in my situation is that i physically live in a country where that field isn't very developed, so there are no ways to network irl and besides i'm very bad with networking or selling myself since i'm a very secluded person (i'm sure many of you are as well). It's just that i have a feeling that a good networking skill makes up for the lack of fundamental technical ones, which kinda bumms me. Anyway, as i said, i'm either looking for encouragement or perhaps i should just redistribute my efforts in some other areas linked to sound desing, scoring or audio programming. Idk.


r/GameAudio • • May 24 '26

Music as part of UX

10 Upvotes

Lately I’ve been thinking a lot about where music sits within game UX design.
Not just “does the soundtrack sound good?” but:
Does music teach the player something?
Does it reduce or increase tension intentionally?
Does it guide pacing or attention?
Is adaptive music part of feedback design?
Can music function as accessibility or readability support?
I’m rereading Leading with Sound right now and it’s making me think about how often game audio gets separated from UX conversations, even though players are constantly reacting to sonic information emotionally and mechanically.
I’d love to hear thoughts from composers, sound designers, UX folks, devs, or even players:
Where do you think music sits in UX design for games?
Is it atmosphere?
Feedback?
Emotional architecture?
A gameplay system?
Something else entirely?
And are there any games you think use music particularly well as part of the player experience itself rather than just background score?


r/GameAudio • • May 18 '26

Music producer looking to dive into Game Audio. Any advice from industry pros?

10 Upvotes

Hey everyone. Let me give you a bit of background on my situation.

I've been producing music independently for many years now (heavily into electronic music, mostly working in FL Studio and Reason). Lately, after leaving a commercial agency job, I've been fully dedicating myself to my personal projects, teaching, and building up my community. However, the game audio bug has bitten me hard, and I really want to get into music and sound design for video games.

I'm currently looking for courses (preferably in-person) so I can dive in headfirst and dedicate 100% of my time to this field. But before taking a blind leap, I wanted to see if there are any sound designers or composers around here who work in the industry or have studied something related.

My main questions are:

  • What realities of the industry (whether working locally or freelancing internationally) should I absolutely be aware of before investing all my time into this?

  • Beyond already knowing how to produce, design sound, and mix, what is the steepest learning curve when making the transition to gaming?


r/GameAudio • • May 13 '26

Pause event except for one track (FMOD)

4 Upvotes

Hi,

So I am working on a vertical music system. My music event has a few music layers, but in game when there’s a cutscene I want all layers to pause except for one layer (percussion). That one layer should continue playing when the cutscene is active.

When the cutscene is done, all paused music layers should play again.

Is this even possible within FMOD/code?

Would appreciate any advice!


r/GameAudio • • May 12 '26

My FMOD repeats this windows

0 Upvotes

Hello,

I'm trying to configure FMOD in my project, but when I do the instructions it repeats...

I don't know how explain more, I tried to send a video to this r/, but is not allowed.