Heavy: A Procedural Audio Development Workflow: generating DSP code from Pure Data for integration into a Wwise/Unreal environment
Martin Roth, Joe White and Andy Farnell presented different aspects of their new procedural audio workflow, Heavy. Addressing many of the common concerns held by audio designers and programmers, they unveiled a workflow that can generate highly optimized C code from (but not limited to) Pure Data synthesis patches, and seemlessly implement them in a UE4 game environment as Wwise plugins.
You can watch a video of the presentation below!
The PD patch, Wwise plugin and Wwise project files used in the fire demonstration can be downloaded here
Thanks to Paul Weir for hosting this event.