Joakim Enigk Sjöberg
joakimenigksjoberg.bsky.social
Joakim Enigk Sjöberg
@joakimenigksjoberg.bsky.social
Senior Technical Sound Designer
Supporting Audio Lead @ Hazelight
Stockholm, Sweden
They’re all built in C++, although I find pure data very fun to use it’s been many years since I last touched it. We usually prototype new plugins using the JUCE framework to take advantage of all the boilerplate that’s there, then once we feel confident about the design we’ll rebuild it in source
September 16, 2025 at 2:14 PM
Happy to hear it, Damian!
August 17, 2025 at 7:30 AM
✌️
August 16, 2025 at 7:22 PM
Also, my audio team always gives me flac for not using dark mode. I know that the connoiseurs on here will appreciate my choice; a slightly brightness/contrast tuned version of gray!
August 16, 2025 at 2:51 PM
Stutter
The pops heard when changing stutter length is a product of updating the value by moving the slider - in runtime this is eliminated by interpolation in the stutter buffer.
August 16, 2025 at 2:51 PM
HazeFilter
What you’re hearing is not panning, but instead a LowPass-filter on only the left channel of a stereo output
August 16, 2025 at 2:51 PM
BitCrusher
August 16, 2025 at 2:51 PM
Original VO
August 16, 2025 at 2:51 PM
Incorporating object audio was new to us for SplitFiction, and the challenge of making it run with multiple listeners sure was something. Today we have great boilerplate for InPlaceObject-effects that we use whenever we make a new one!
August 16, 2025 at 7:38 AM
The plugin is indeed an IAkInPlaceObjectPlugin. If used on an object-bus it will apply the filter of the assumed output channel based on the position of the object.
August 15, 2025 at 6:54 PM
Sorry - I did phrase that poorly. What I wanted to emphasize there is that the plugin doesn’t do any form of channel assignment of incoming buffers, it only applies a filter for each channel in a buffer. Maybe that’s self-explanatory, so I probably just made that more confusing.
August 15, 2025 at 6:54 PM
Neither ItTakesTwo or SplitFiction has any ambisonics-formated sounds, but SplitFiction supports object audio and all of these plugins do support objects as well. Same principle there - channel distro happens before the signal hits the FX and the object will be processed based on where it ends up
August 15, 2025 at 4:27 PM
The plugin handles the twelve different signal paths needed to support 7.1.4, and the distribution to these channels will already have happened prior in the signal paths, I.e the plugin doesn’t do the downmixing, it just processes the per-channel buffers that come through no matter the channel count
August 15, 2025 at 4:27 PM
I think that’s it for this thread 🧵
My plan is to make small rundowns like this on other subjects down the road, so do let me know if you made it this far and enjoyed it!
August 15, 2025 at 8:41 AM
Custom effects is a great starting point for extending Wwise functionality and allowing for unique audio experiences. It’s something I’ve recommended many teams to do more. AK provides some boilerplate to start from, and the property drawers introduced in 2025.1 makes UI much easier than before
August 15, 2025 at 8:41 AM
For #SplitFiction we also introduced something we call ”Runtime Effects”, which as the name implies allows any sound designer to easily add and control FX-plugins on busses in runtime. A very cool approach that most likely will be a core concept in our future design philosophies.
August 15, 2025 at 8:41 AM
This special compressor was designed late for #SplitFiction and was never used in the end. It’s side chain compressor, but used to have the signal of one instance of a bus duck another instance of the same bus. Allows for great mixing control where HDR can’t quite do it. More on this later!
August 15, 2025 at 8:41 AM
One of my favorites built for #SplitFiction is the Stutter-effect. A circular-buffer that when engaged will lock and loop the captured buffer indefinitely. Used on VO and Music in key moments, such as bosses, player death and gameover. Also on proximity to side story portals! Very cool stuff.
August 15, 2025 at 8:41 AM