We are excited to have seen the overwhelmingly positive response to our SweejTech HDR announcement, we will have more media coming shortly showing the workflows in action. But before that, here is a brief overview of the technology.
Why HDR?
Mixing is essential to ensure player agency; when we hear better, we play better. Too many competing sounds and the message is obfuscated; reason and meaning are lost. HDR mixing enhances the gameplay experience by making each sound impactful, and ensuring that all your hard work is heard and appreciated. It's about giving players a lucid, compelling and immersive experience, where your intent, emotional purpose and narrative ‘red thread’ define the mix.
How?
HDR prioritises more important, or generally ‘louder’ sounds. It preserves relationships between adjacent sounds and scales the output signal to the ‘loudest’ perceived sound. A moving HDR window maps the active sounds to the dynamic range of the playback system, automatically culling sounds that are below its lower threshold. HDR makes louder sounds sound loud, and quieter sounds sound as loud as loud sounds sound!
This includes
*A holistic approach that simplifies the mixing process by focusing on what's important.
*Customisable settings and easy workflows, made by sound designers for sound designers, with effortless project integration.
*Envelopes are automatically generated with all calculations handled at run-time. No offline baking required.
*Monitor all sound activity with real-time HDR debug displays.
*Improve runtime performance and reduce sonic clutter with sound prioritisation and culling.
Introducing SweejTech HDR: High Dynamic Range audio for UE5, enabling streamlined automated mixing and prioritisation, for delivering immersive sound. We will be announcing this at GDC24, with more media to follow. If you are going to GDC24 and would like to chat (or even if you're not at GDC24 and would still like to chat) please get in touch at [email protected]
We’re very excited to welcome Pete Bliss to the SweejTech team. Having previously worked at Criterion Games and with a strong background as an audio DSP programmer, he's already showcasing his expertise by building a graphical linear phase EQ for Unreal Engine 5.
We're super excited to release the full details of talks and speakers for the symposium.
https://t.co/eqYCsFfLOJ
Thanks to all our speakers who are so generously offering their time and expert knowledge, and helping us make this a most excellent event!
We’re at GDC this week, presenting our upcoming release, which will arrive on the Unreal Engine Marketplace soon. SweejTech’s Jay Steen (@jjmsteen) will be on hand for anyone who wants to check it out. Can you guess what it is? #GDC23#UnrealEngine5
Hey, #gameaudio! We’re interested in your thoughts on software and workflows within the interactive audio space. Can you share with us what tools and features you think are currently missing in #gameaudiodev
New game audio event alert!
Game Audio Symposium.
When: 27th May 2023
Where: Leeds Beckett Uni, UK
For industry practitioners, academics, and aspiring audio designers.
Follow for updates or email via website https://t.co/9QyjKILKZU
More details soon…
We are so excited for God of War Ragnaröks' release! SJS sound designed and mixed the narrative cinematics for the title (5hrs worth!!) We also created audio for in-game sound design, set-pieces, combat and creatures. This project is a once-in-a-lifetime for many of the crew.
We’re so excited to finally welcome Ben Minto to our audio family; leaving EA/DICE after 21 years and after tons of Battlefields, SW Battlefronts, Burnouts, and a Black. What better timing to have a refresher into how our company works. https://t.co/Ltt0c4uta5
Folks heading to @developconf will find our own John Tennant and Joe Thom giving a deep dive into the best (and worst!) technical audio solutions for The Ascent https://t.co/0NNma2imA3
Thank you to the awesome @AudioJeney for allowing us to talk about thought processes and practices that went into the creation of the audio for The Ascent #gameaudio#gameaudiodev https://t.co/Rnb7Gfp1zO
Thanks to the amazing folks at 343 Industries for their continued trust in us to play in this incredible IP. Sound Design and Mix on this piece by Sweet Justice Sound - we’ll share more of our involvement in the title soon!