From Sounds of Chilling Winter to Voices in Outer Space - Audio Behind Frostpunk 2 & …
summary
11 bit studios builds interactive audio for Frostpunk 2 and The Alters using Wwise as core middleware, implementing Wwise TSV import to handle 16,000 lines from one actor, a grid-based shared reverbs per module system for the circular base, spatial rooms/portals tuned for performance, and a distance-driven blend where a mysterious resource turns from sound design into music. These systems replace heavy offline work and no dedicated audio coder, and they demonstrably scale to dialogue, ambience, cutscene mixing and interactive music.
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chapters (17)
- 0:00Introduction
- 1:11Speaker background
- 3:19Alters game overview
- 4:56Small team Wwise efficiency
- 6:20Base audio goals
- 8:32Base spatial audio
- 10:44Life-in-base system
- 12:58Music for base dialogues
- 15:0816,000 voiceovers Wwise
- 18:15Planet ridium audio
- 20:48Music and sound ridium
- 22:48Planet spatial audio effects
- 25:38Cutscene mixing Wwise
- 28:06Q&A
- 30:59Wwise usage Q&A
- 33:32Sound libraries Q&A
- 36:21Multi-channel audio Q&A
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