#unreal is about the only turn key engine that pushed their builtin #gameaudio capabilities and innovated in the past years.

They made audio a 1st class feature and not just an afterthought that forces you to turn to middleware if you need anything beyond the bare essentials (see unity/godot).

It's such a shame so many of the audio team where caught in the recent layoffs, including the Audio Engine Director.

Makes you wonder wtf is going on at that company and definitely erodes trust.

If I where to start on a new unreal project, I would push for giving the native audio system a fair evaluation.

As of yesterday there's definitely more uncertainty.

@michaelhartung I'm using native UE audio on my current project, and they have done some incredible work. It's missing some tooling and UX, but the core has had some proper thought and care. To not even mention how freely many of the audio team gave of their personal time to help others.

It's baffling that they would let them go. In FN alone, audio was central to many of their newer games/features - virtual music festivals, the Rock Band mode, etc.

@guonaudio agree on the tooling and UX lacking, but then again the engine gives you all the tools you need to cook sth. that fits your games needs.

I really hope there are still some people left to push audio in UE forward.

EDIT: and I also hope all the people affected find a new place where they can continue to do awesome work.

@michaelhartung It's been amazing to build a course around their work. Looking forward to seeing what they'll get up to next.