A standalone desktop tool for designing and exporting Wwise RTPC curves — built outside the DAW so curve design gets a proper UI. Precise mathematical control over Bézier handles, Wwise-matched preset shapes, multi-curve comparison, and direct XML export for Wwise import. Built with WPF, SkiaSharp, and C# 14 on .NET 10.
Tool Demo
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Sine (Constant Power Fade In) preset with live evaluation panel
Multi-curve comparison — two curves layered on one canvas
XML export — Wwise-importable output
Point selection and handle editing
WPF handles the shell and data bindings; SkiaSharp draws the curve canvas. This separates UI concerns cleanly and gives GPU-accelerated 2D drawing without locking into WPF's GDI path, which can't handle the smooth handle interactions needed here.
Wwise applies curve shape by adjusting Bézier handles on boundary points — it never inserts new points. Replicating this exactly means exported curves behave identically in Wwise to ones authored natively, with no unwanted control point proliferation.
MVVM architecture with a single backing field for AllCurves and a RefreshAllCurves() method eliminates the ghost-points bug that comes from returning a new ObservableCollection on every property read — a common WPF pitfall in data-bound canvas scenarios.
The tool lives outside the Wwise project entirely. This means curve design can happen earlier in the audio pipeline, curves can be version-controlled as plain XML alongside game code, and the same curve library can be shared across multiple Wwise projects.
Wwise's built-in curve editor works, but it's locked inside the project, limited in mathematical precision, and offers no way to compare curves side by side or share templates across projects. Audio programmers working on RTPC-heavy systems — adaptive music intensity, distance attenuation, ability charge curves — end up tweaking curves iteratively in Wwise with no external reference and no version control over the curve shapes themselves. This tool moves curve design outside the DAW entirely: design here with full mathematical control, export as Wwise-importable XML, and treat curve libraries as first-class versioned assets.
Design intensity transition curves precisely before wiring them to game state — see the shape you'll get before it's live.
Compare logarithmic vs exponential falloff curves side by side and export the winner directly to the attenuation editor.
Charge, impact, range — each ability parameter gets its own RTPC curve, authored externally and dropped into Wwise as XML.
Import from existing Wwise XML, curve diffing for version comparison, preset save/load system, batch export for full RTPC libraries, and a dark/light theme switch for different monitor environments.
Windows build coming once the current development phase is complete. Source available on GitHub.
If you're building RTPC-heavy Wwise pipelines or looking for C# desktop tooling experience — reach out.