Wwise 2025 pipeline design, adaptive audio systems, and real-time audio programming for Unity
Game audio integration is not a peripheral skill here — it's a primary focus. Mystic Realms is a working 2.5D Unity platformer with a fully authored Wwise 2025 pipeline, and the RTPC Curve Editor is a standalone tool built to fill a real gap in the Wwise workflow. The goal across both projects is perception-led audio design: systems grounded in how players actually hear, not just technically correct implementations.
2.5D action-platformer in Unity 6 with a full Wwise 2025 audio pipeline. RTPC-driven adaptive music responding to health, enemy density, and zone state. Surface-based footstep and collision switching. Spatial reverb zones via Rooms & Portals. Raycasted obstruction/occlusion. Psychoacoustic ability audio. Per-level SoundBank loading.
Standalone WPF/.NET 10 tool for designing and exporting Wwise RTPC curves outside the DAW. Bézier handle control, Wwise-matched preset shapes, multi-curve comparison, and XML export for Wwise import.
Runtime-generated open world with custom music playback, playlist handling, real-time timing feedback, and separate AudioMixer routing for music and ambient audio. Four independent systems built to coexist within a real frame budget.
SoundBank architecture, RTPC authoring and Unity bridge, Switch and Random Containers, Rooms & Portals, async bank loading, AkSoundEngine API, AkRoom and AkPortal components.
Music intensity driven from gameplay state in real time. Branching music segments, RTPC-driven transitions, parameter updates from a dedicated C# AudioManager rather than individual gameplay scripts.
Obstruction/occlusion via raycasts from the audio manager, spatial reverb zones authored in Wwise, distance-based attenuation curves designed and version-controlled externally via the RTPC Curve Editor.
Footstep layers tuned to critical-band masking curves so they don't compete with music mid-range. Ability sounds using brightness mapping — high-frequency transients for immediate danger, sub-frequency presence for power accumulation.
Engine, rendering, build pipeline
Full audio pipeline and middleware
AudioManager, RTPC bridge, gameplay
RTPC Curve Editor desktop tool
Wwise Unity integration layer
Curve rendering in RTPC editor
The most useful thing about having psychoacoustic background in game audio is knowing which decisions actually matter perceptually. Reverb JND thresholds mean zone transitions feel continuous rather than abrupt. Equal-loudness contour adjustments mean perceived danger escalation matches actual dB change.
Particularly interested in projects needing Wwise integration done properly — adaptive music pipelines, spatial audio systems, or custom audio tooling for the workflow.
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