A standalone desktop tool for designing, auditioning and exporting RTPC curves, built outside Wwise so curve design gets a proper UI. Precise control over Bézier handles, Wwise-style and psychoacoustic presets, multi-curve comparison, a live audio preview that lets you hear a curve drive volume, pitch or filter cutoff, and Wwise-style XML export. Built with WPF, SkiaSharp, NAudio and a native C++ evaluator on .NET 10.
WPF handles the shell and data bindings; SkiaSharp draws the curve canvas. This separates UI concerns cleanly and gives fast, flexible 2D drawing with full control over every stroke, handle and marker, which WPF's built-in shapes can't keep up with during smooth handle interactions.
Presets reshape a curve, or just one section of it, by adjusting the Bézier handles of its boundary points. Endpoints stay where they are and no new points are inserted, so applying a preset never adds clutter to a curve you have already built.
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 reused as a reference across projects.
Wwise's built-in curve editor works, but it's locked inside the project, offers little numerical control, and has no easy 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 Wwise: design here with precise control, audition the result on your own audio, export as Wwise-style 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, then use the winning shape as your reference when building the attenuation in Wwise.
Charge, impact, range: each ability parameter gets its own RTPC curve, authored and auditioned externally, then recreated in Wwise from the exported reference.
Curve symmetry and mirroring tools, a user-defined preset save/load library, batch export for full RTPC libraries, and a WAAPI-connected live preview to drive a running Wwise instance directly.
The first public beta (v0.1.0) is available now. Source is on GitHub.
If you're building RTPC-heavy Wwise pipelines or looking for C# desktop tooling experience, reach out.