▲ 2 r/cubase

How to export selected events to avoid duplicates?

Hello!

I'm working on a video game, and I'm trying to find the best way to export music tracks without creating duplicate files.

For example, let's say I have three sections (Explore, Combat, and Boss) and three instrument groups (Drums, Bass, and Synths). In my DAW, I organize them into three columns (Explore, Combat, Boss), each containing those three instrument groups.

Here's the problem: only the drums and bass change between sections, while the synths stay the same. I can create cycle markers and export all the tracks at once, but that would result in exporting the exact same synth track three times.

I don't know if other DAWs offer a better way to export only selected regions, but I have to keep track of which tracks actually need to be exported (a typical song contains far more than just three tracks).

Has anyone run into the same issue, or found a good workflow for this?

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u/100gamberi — 13 days ago

How do you export audio tracks from your DAW?

Hello!

I'm trying to find the best way to export music tracks without creating duplicate files.

For example, let's say I have three sections (Explore, Combat, and Boss) and three instrument groups (Drums, Bass, and Synths). In my DAW, I organize them into three columns (Explore, Combat, Boss), each containing those three instrument groups.

Here's the problem: only the drums and bass change between sections, while the synths stay the same. I can create cycle markers and export all the tracks at once, but that would result in exporting the exact same synth track three times.

I'm using Cubase. I don't know if other DAWs offer a better way to export only selected regions, but I have to keep track of which tracks actually need to be exported (a typical song contains far more than just three tracks).

Has anyone run into the same issue, or found a good workflow for this?

reddit.com
u/100gamberi — 13 days ago

Unity, Plastik, Wwise, what's the best way to save storage?

Hello!

I'm using Unity, Wwise, and Plastik SCM, and probably I'm missing something.

Since we want to save storage, we build soundbanks in Wwise, move the Originals --> SFX folder in another location, check-in with Plastik, and then move it back. However:

  1. I always find that after I check-in, merge from another changeset and switch workspace, in the Originals-->SFX folder there are audio files. Are those from the old backup?

  2. After I delete audio files, and I check-in, should I check the "Deleted items" option and upload that too? If I don't do that, it puts back old audio files in the Wwise project. Uploading, however, would defeat the purpose of saving storage.

If anybody has a better idea to save storage, or if this is just overcomplicating things and there are no better ways, please let me know.

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u/100gamberi — 14 days ago
▲ 1 r/Wwise

How much do random tracks affect CPU usage in Wwise?

Hello!

I'm using Wwise, and creating music playlists with a large number of randomized tracks.

For example, I have a Music Playlist Container with four Music Segments. Each segment contains around eight Music Tracks, and each track is set to Random Step and can select from up to eight different layers or variations (see screenshots). I set it up this way so that the music keeps evolving and rarely repeats the same combination of tracks.

My question is: how much could this setup affect CPU performance?

The Wwise documentation mainly discusses CPU issues such as voice starvation when too many voices are playing at once. In this case, it's just random selection.

I’ve also checked the Profiler, but I’m not entirely sure how to interpret the results. Can anyone give some feedback?

Thanks!

u/100gamberi — 17 days ago

How much do random tracks affect CPU usage in Wwise?

Hello!

I'm using Wwise, and creating music playlists with a large number of randomized tracks.

For example, I have a Music Playlist Container with four Music Segments. Each segment contains around eight Music Tracks, and each track is set to Random Step and can select from up to eight different layers or variations (see screenshots). I set it up this way so that the music keeps evolving and rarely repeats the same combination of tracks.

My question is: how much could this setup affect CPU performance?

The Wwise documentation mainly discusses CPU issues such as voice starvation when too many voices are playing at once. In this case, it's just random selection.

I’ve also checked the Profiler, but I’m not entirely sure how to interpret the results. Can anyone give some feedback?

Thanks!

u/100gamberi — 17 days ago

How do you handle audio editing for Unity Timeline cutscenes when using Wwise?

Hi everyone!

I'm working as a sound designer/composer on a Unity game that uses Wwise for all audio implementation, and I'm having some trouble finding an efficient workflow for cutscenes.

Our cutscenes are edited in Unity Timeline. Since the audio is handled through Wwise, I can't properly hear and scrub through the audio directly while moving around the Timeline playhead.

This makes syncing music and sound design to animations and camera movements a bit frustrating. I have to replay the sequence from the beginning just to check timing and synchronization.

The only practical workaround I can think of is recording the cutscene, importing the video into a DAW, doing all the music and sound design there, and then exporting one audio track with everything in it back into Wwise, and trigger it from the beginning. However, this feels a bit cumbersome, especially when the cutscene is still being iterated on.

So, is there a way that allows me to edit and sync audio to cutscenes while still keeping Wwise as the main audio engine?

Thank you!

reddit.com
u/100gamberi — 1 month ago

Game design and narrative, how to combine them and where to start?

Hello!

I'm working on a narrative-focused video game and I'm struggling to find a good workflow for combining script writing with level design.

The issue is that the script often depends on gameplay moments: puzzles, mechanics, environmental storytelling, tutorials, character reactions, etc. But level design and puzzles are still changing during development. If a puzzle gets moved, changed, or removed, the dialogue and narrative beats connected to it also need to change.

How do narrative designers usually handle this?

I'm thinking of games like Planet of Lana or Gris, where story, puzzles, and level design feel very integrated. I’d love to understand what kind of workflow or structure helps achieve that.

It's just a bit difficult to have a clear direction of the game. Is there a particular useful methodology?

Any advice would be appreciated!

reddit.com
u/100gamberi — 2 months ago

Best choir VSTs for words and chants?

Hello!

I'm looking for VSTs that allow users not only to select vowels, but also to build words or trigger chants. So far, I've come across several libraries from Best Service, such as Cantus, Wotan, and Hans Zimmer CHOIRS. I've also found Oceania by Performance Samples and Lacrimosa by 8Dio.

In your opinion, which ones perform best? Are there any other libraries you would recommend that might be even better?

Thank you!

reddit.com
u/100gamberi — 2 months ago
▲ 2 r/VSTi

Best choir VSTs for words and chants?

Hello!

I'm looking for VSTs that allow users not only to select vowels, but also to build words or trigger chants. So far, I've come across several libraries from Best Service, such as Cantus, Wotan, and Hans Zimmer CHOIRS. I've also found Oceania by Performance Samples and Lacrimosa by 8Dio.

In your opinion, which ones perform best? Are there any other libraries you would recommend that might be even better?

Thank you!

reddit.com
u/100gamberi — 2 months ago
▲ 2 r/Wwise

Wwise custom plugins, what language?

So, I've recently thought of learning some coding (one of these: C#, C++, Python) to add some skills to my resume (I'm a sound designer), but then I thought: I like games, why not learning how to create plugins for Wwise?

However, I'm not sure of which language I should choose. From what I gathered, C++ seems the obvious one, but I read that Python is also used.

Does anybody know what language should be the appropriate one?

reddit.com
u/100gamberi — 3 months ago

Wwise custom plugins, what language?

So, I've recently thought of learning some coding (one of these: C#, C++, Python) to add some skills to my resume (I'm a sound designer), but then I thought: I like games, why not learning how to create plugins for Wwise?

However, I'm not sure of which language I should choose. From what I gathered, C++ seems the obvious one, but I read that Python is also used.

Does anybody know what language should be the appropriate one?

reddit.com
u/100gamberi — 3 months ago

Audio forensic certifications

Hello!

I'm a sound designer, I've been working for over 7 years in audio post-production. I've also used a lot of tools for audio restoration (especially the notorious one, iZotope RX), to clean up dialogue.

I've been thinking, in the rising age of AI, getting into audio forensics might be a wise career path, since we're probably going to get more and more deepfakes.

So, I've been looking for courses/certifications, but the most famous one apparently is the university of Colorado Center for media Forensics, which I can't do (I don't even live in USA).

Are there any other valuable courses that I could take?

reddit.com
u/100gamberi — 3 months ago
▲ 1 r/Scams+1 crossposts

Was contacted by an xAI recruiter, legit or sophisticated recruiting scam?

Hello! I was contacted on LinkedIn by someone claiming to be a recruiter at xAI for this role:

https://job-boards.greenhouse.io/xai/jobs/5098930007

The recruiter profile seems legitimate, the role exists on the official xAI careers page, and the application link goes through Greenhouse. However, I’m still trying to understand whether this is fully legit or if there are any red flags I should be aware of.

What makes me a bit cautious is that when sharing my portfolio, they suggest using Google Drive / Drive access. I’m NOT planning to grant Drive access either way, but I want to understand whether this is normal in recruiting workflows or if it sounds suspicious.

So far:

  • no requests for money
  • no Telegram/WhatsApp
  • no software installs
  • no weird domains (everything points to x.ai / greenhouse)

But I know there are sophisticated phishing/recruiting scams these days, especially targeting tech/audio/AI people.

Has anyone here gone through xAI recruiting recently or applied for these “AI Tutor” contractor roles? Does this look normal to you?

Any insight appreciated.

u/100gamberi — 3 months ago

Hi everyone,

I’ve been experimenting with TouchOSC on Mac to trigger commands via MIDI messages and Keyboard Maestro, and so far it’s working well.

I’m now thinking about buying the iPad version, since that was my original goal. Before I do, I’d like to know whether it’s possible to automatically switch pages or layouts in TouchOSC depending on which app is currently active on my Mac.

ChatGPT suggested doing this with OSC messages, possibly using Homebrew and OSC send/receive, but before going down that route I wanted to ask here: has anyone done something similar, or is there a simpler/better approach?

Thanks!

reddit.com
u/100gamberi — 4 months ago
▲ 3 r/Wwise

Avoiding rapid music switching between zones in Wwise

Hi, I’m trying to avoid a "ping-pong effect" in Wwise with two music states/zones: Forest and Cave. The player can move freely between the two areas, and I want to prevent the music from switching back and forth constantly if they cross the boundary quickly.

What I’m looking for is basically this behavior:

  • if the player briefly enters Cave and immediately goes back to Forest, music should NOT change
  • if the player enters Cave and stays there for a short time, then the Cave music should trigger
  • same thing in the other direction

So essentially I’m looking for some kind of "minimum dwell time" before the music state actually changes to prevent rapid retriggering when the player moves quickly between adjacent zones.

I vaguely remember seeing similar behavior discussed for things like underwater / above water ambience transitions or combat vs exploration music not flipping instantly if gameplay changes state very fast.

Is there a built-in way to do this in Wwise? Or is it just coding?

EDIT: thank you everybody! apparently, this is something that has to be done by the developer

reddit.com
u/100gamberi — 4 months ago