WaveDigger

WaveDigger

Reanimate your audio

Try for free!

Download a plugin from the Hub.

Use it in FMOD and Wwise for as long as you like to learn it and see if you like it.

Development Licenses:

A development license is required to build sound banks for a game.

It also allows the game to be published on Windows and Mac.

Indie

$50

1 seat

1 free seat transfer

Build sound banks for games

Publish to Windows & Mac

Business

$250

3 seats

3 free seat transfers

All Indie features

Manage members and seats

Priority support

Platform addons (future plan if things go well)

These will attach to an existing development license.

They'll allow publishing to other platforms (Mobile, PlayStation, Xbox, Nintendo)

Why Granular Processing?

Flexibility is essential for game audio.
An audio file is usually stuck playing from start to end.
Granular processing turns it into a live, controllable asset.
"Animate" your sound.

Flexibility is essential for game audio.
An audio file is usually stuck playing from start to end.
Granular processing turns it into a live, controllable asset.
"Animate" your sound.

Common Use Cases:

Static sound beds:

Usually, looping requires careful handling of the start and end of an audio file.

Playing grains that range all or most of the file removes the need to make it seamless.

Grains can crossfade naturally to give a constant output.

Randomization of grain cursor positions removes recognizable loop patterns.

(great for crowds, room tones, wind, aircon/electrical units, item drones)

Optimization:

The above technique allows the use of smaller audio files.

(background loops often use long files to avoid pattern recognition)

Freeze:

Playing grains in a small area allows you to stay in that part of the audio indefinitely.
The range can be adjusted live while listening, faster than carefully trimming the audio file.

Procedural audio:

For this, use an audio source that ramps from one state or sound to another.

"Freeze" a small area of the file to play it as a constant sound.

Game parameters can then move it across the audio file for dynamic response.

(great for engines revving, skateboard or bike speed, charging sounds, energy weapons)

Texture Sounds:

Blips/ticks can be created using extremely short grain times.

Play them rapidly and randomize their gain & pitch to build up a texture.

(can imitate fire, welding, electrical buzz, geiger counters)