SweejTech

SweejTech

@sweej.tech

SweejTechs mission is to develop innovative and optimal tools which enable interactive teams to implement and deliver world-class audio. email hello@sweej.tech discord https://swjs.audio/sweejtechdiscord documentation https://docs.sweej.tech

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SweejTech reposted

SweetTech make some amazing products - it was a delight to work with them on this game!

SweejTech@sweej.tech

Huge congratulations to the whole team at Fuse Games on the stellar reception for Star Wars: Galactic Racer! We at SweejTech are thrilled to have worked on this with the Fuse team.

Huge congratulations to the whole team at Fuse Games on the stellar reception for Star Wars: Galactic Racer! We at SweejTech are thrilled to have worked on this with the Fuse team.

Fuse Games@fusegames.com

It’s launch day for STAR WARS: Galactic Racer™. Three and a half years ago, Fuse Games was a handful of people with a big idea. Since then, our small team has poured their hard work and talent into our first game, and that big idea comes to life today. Here's a personal message from the team.

We've put together an 8-part video series covering everything you need to get going with SweejTech Propagation. Richard takes you through how to get started, the core concepts and the fine details. youtube.com/playlist?lis... #GameAudio #UnrealEngine #SoundDesign #UE5

youtube.comSweejTech 006: Propagation Tutorials - YouTubeSweejTech Propagation: Tutorial Series SweejTech Propagation is a GPU-driven sound propagation system for Unreal Engine 5. It blends physical accuracy with f...

SweejTech Propagation works everything out at runtime. There is no bake step or pre-computation pass. When things in your game move, gets destroyed, or is built by the player, the system adapts automatically. #GameAudio #UnrealEngine #Wwise

Congratulations to everyone at @BULKHEAD on getting #WARDOGS into Early Access. 100 players, three teams and a map that keeps falling apart around them is about as honest a test of audio tech as exists, and we're proud SweejTech is running in it. #gameaudio #unrealengine

Question we get a lot: does this work if you're already on Wwise or FMOD? Yes. SweejTech Propagation runs alongside native UE5 audio or any middleware. It calculates obstruction and gives you the value. What plays the sound and how the value affects that is up to you.

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It's available now as part of the SweejTech license, and the overview video below covers the whole system in ten minutes. For an evaluation copy, reach out at sweej.tech or come say hi in our Discord.

Obstruction has traditionally been a binary affair. A single ray either hits something or it doesn't, so your sound is either blocked or it isn't, regardless of whether the object in the way is a building or a streetlight.

Propagation traces rays between spheres around the source and listener instead, giving your title a detailed, continuous result with the power of the GPU behind you, plus full control over how each sound responds: filtering, attenuation, curves and smoothing.

We had a wonderful time at Game Audio Symposium, catching up with friends and showing off some #SweejTech, it was a blast! #GameAudio #GAS #GameAudioSymposium

We're heading to the Game Audio Symposium in Leeds next week doing a talk! If you are around and want to hear more about our tech, or new tools, like our upcoming GPU based SweejTech Propagation, come find us or get in touch at hello@sweej.tech. #GameAudio #SoundDesign #GameDev #AudioTech

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Rather than juggling separate systems, everything (loudness prioritisation, attack and release ballistics, HDR modes, and culling), lives in one place. A shared decibel domain that feels natural and transparent from the moment you start working in it.

Alongside the updated docs, a suite of videos is being released. We've just uploaded our HDR series, an overview of how our implementation brings HDR mixing, auditioning, and optimisation into a single, cohesive workflow.

Hey everyone. We're in the final stretch on development for SweejTech's GPU raycast propagation system. Our API is designed to work with any audio middleware, including Wwise and FMOD, joining our existing compatible products. We'd love to hear from you, would you be interested in testing?

We found the SweejSpot! Bird sounds on trees, rattling windows after explosions, automatic forest detection, contextual ScatterSpot placement. One system, endless possibilities. #GameAudio #UnrealEngine #SoundDesign

Control distance and rotation or do randomization, set up repeat triggers, layer multiple sounds, and save your setups as reusable assets.

There were a few titles announced last night making great use of SweejTech in their pipelines. One of them was NO LAW, and we’re genuinely excited to finally share this one with the world.

Sweet Justice Sound Group@sweetjustice.audio

NO LAW is the next title from Neon Giant after the breakout success of The Ascent, and we’re incredibly proud to be part of it. Alongside handling sound design and mix for the reveal trailer, Sweet Justice Sound is handling the full audio for this cyberpunk immersive sim.

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Everything here comes back to our core aim: letting sound designers focus their energy on creating great audio, not wrestling with workflow or worrying about performance. Highly optimised at runtime, plug-and-play at authoring, and always built to stay out of your way.

The roster keeps growing! Grab us at GameSoundCon or reach out to hello@sweej.tech if you want to hear more. #GameAudio #GameSoundCon #UnrealEngine

🎮🎵We're heading to GameSoundCon! ✈️ If you want some hands-on time with the SweejTech tools or just have a chat, let us know! #GameSoundCon #GameAudio

SweejTech reposted

📢🎧 Hey #GameAudio folks! If you're going to be at #UnrealFest Orlando in a couple of weeks, come along Wednesday 4th at 9am and catch my talk about how to get the best of Unreal Audio: 🔊 Amplifying the Unreal Audio Engine With Extensions and Plugins 🔊 Looking forward to seeing you there 🙌