Here's a little art experiment of endless music I did for fun a while ago with #Wwise and #UnrealEngine

I recorded some drums and stuff that could work together independently of their order and designed some rules to randomize them, giving more probabilities to some notes and instruments. Then I linked the volume of each channel to different colored lights illuminating the painting 'Last Judgment and the Seven Deadly Sins' by Jacob van Swanenburg.

https://drumchord.itch.io/last-judgment-and-seven-sins

#indiedev #art

Last Judgment and the Seven Deadly Sins by Drumchord

A little music experiment / Neverending music generator - NO AI

itch.io
Our current #Wwise 2025.1.5 game audio course overview for March 2026, new material added as new features added ๐Ÿ˜€! All courses routinely use middleware updated within last two months. More details at School.VideoGameAudio.com

Looking to improve your #gameaudio skills?

Final week (December 19) to sign-up for our online game audio courses in #UE5, FMOD, #Wwise, Unity & Pd - can be completed online over 4 months @ 1+ hour / weekday ๐Ÿ˜€๐ŸŽ“

๐Ÿ“ Info + contact: School.VideoGameAudio.com #indiedev #gamedev

Aigerim Kaliyeva - Music Composition and Wwise Implementation Reel

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โœจNew SoVGA.com #Wwise 2025 game audio course starts January 2026, new material added as new features added ๐Ÿ˜€! All courses use middleware updated within last two months. Sign-up by December 19th & more details at School.VideoGameAudio.com
DAY 29 - RANDOMISER I used Phase Plant to create a bunch of different textures. I then imported the 91 resulting files into Wwise and used a few Random Containers to bring to life the soundscapes of an alien planet! #noisevember25 #gameaudio #wwise #audiokinetic #scifi #gamedev #indiedev

Randomiser | #Noisevember25 - ...
Randomiser | #Noisevember25 - Day 29

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Our current #Wwise 2024.1.8 game audio course overview for September 2025, new material added as new features added ๐Ÿ˜€! All courses routinely use middleware updated within last two months. More details at School.VideoGameAudio.com

Additionally, to further animate the sound, the playlisted objects can be set to track the in-game normalized rpm parameter (rtpc, range -1 - 2.f).

The negative values indicate that starter motor is turning, and the closer to 0.f, the closer the engine is to starting up.

On the prototype in video clip, the trigger delay of Random Container is shortened, and playback pitch + high-pass filter of parent object are adjusted.

#Wwise #AudioDesign #Cars #GameAudio #Wreckfest2

While waiting for dev build downloads, I decided to tinker on some Playlist Container setups to recreate car starter motors for in-game use.

Here the barebones sequence steps can be split down to ignition (powering up) and starter cranking the engine (pulses). The latter is a Random Container that is set to loop according to starter specific static trigger delay, plus a bit of randomization added. Pitch of each pulse is also slightly randomized.

#Wwise #AudioDesign #Cars #GameAudio #Wreckfest2

๐Ÿ‘€ Looking to improve your #gameaudio skills? Just two days left (Aug 19 ๐Ÿ—“๏ธ) to sign-up for SoVGA.com online courses in #UE5, #FMOD, #Wwise, #Unity3d & Pd - can be completed over 4 months @ 1+ hour / weekday ๐Ÿ˜€๐ŸŽ“

๐Ÿ“ Info+contact: School.VideoGameAudio.com #gamedevelopment