Scalable Audio in Hyper Light Breaker: Crafting the Soundscape of Procedurally Generated Worlds @Audiokinetic
Scalable Audio in Hyper Light Breaker: Crafting the Soundscape of Procedurally Generated Worlds  @Audiokinetic
Uploaded February 2025 | Updated September 2026, 2 weeks ago
How do you design immersive and adaptable audio for ever-changing worlds? Join the Hyper Light Breaker audio team as they dive into the challenges and solutions behind crafting sound for a procedurally generated, open-world, online rogue-lite. From scalable audio systems to implementation in Wwise, the team will share insights into their approach to multiplayer, randomness, and continuous iteration in Early Access. Learn how they tackle evolving technical and creative hurdles to shape a rich, responsive soundscape that adapts to both the game's shifting landscapes and its players.

Featuring: Composer Troupe Gammage, Technical Audio Designer Horacio Valdivieso, and Audio Lead Alex Johnson. Join us on Feb 26th at 2pm ET / 11am PT!

00:00:00 Start
00:15:17 Wwise Godot Community Integration
00:23:04 Getting Started with Wwise & Godot
00:25:41 Heart Machine Team Intro
00:29:07 Presentation Start
00:32:48 (Video) Hyper Light Breaker Trailer
00:34:23 Audio Vision
00:48:28 Audio Priority System
00:54:45 (Video) Overgrowth Music Overview
00:59:21 Music System Overview
01:19:09 Dynamic World Music
01:20:58 Music Packages
01:28:50 Immersive Systemic Ambience
01:36:46 (Video) Multi-Positioned Ambience
01:41:08 Multi-Positioned Audio
01:59:16 (Video) The Machine What Eats Sound
02:01:27 Scalable and Modular Wwise Project
02:18:53 Actor-Based Mix Structure
02:24:58 Q&A Break
02:36:38 (Video) Sidechaining
02:40:00 Flexible Sidechaining
02:48:33 Audio That Adapts
02:49:38 Followup Q&A
03:07:13 Wrap Up

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Scalable Audio in Hyper Light Breaker: Crafting the Soundscape of Procedurally Generated Worlds

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