Explore the future of interactive audio with Wwise: discover new ideas and connect with leading educators and creators.
All sessions below take place in room 3.26.
Wednesday, November 19th
9:30 AM CET – 10:30 AM CET | Wwhat’s New in Wwise 2025.1: Insights from Audiokinetic
Speakers: Alessandro Famà & Guillaume Renaud
After an exciting “Wwise Summer of Beta,” Wwise 2025.1.4 is officially here! Join us just one week after the latest release for an in-depth look at the new features and workflow enhancements introduced in Wwise 2025.1. In this session, we’ll highlight key updates and share how feedback from the interactive audio community helped shape the final release. We’ll also reflect on the evolution of the toolset from Wwise 2024.1 to today, showing how these latest improvements can enhance your projects right now.

Alessandro Famà
Audiokinetic, Field Application Engineer

Guillaume Renaud
Audiokinetic, Field Application Lead
Thursday, November 20th
9:30 AM CET – 10:30 AM CET | Bridging Worlds: Educating for Interactive Audio
Moderator: Niels Bøttcher
Panellists: Tim Brown, Booker W. Edwards Jr., Alistair Hirst, Angel Ignace, Niels A. Wetterberg
This panel opens a dialogue between educators and industry professionals on how to bring real-world interactive audio tools—like Wwise—into the classroom. With insights from training specialists and field engineers, we’ll explore what’s working, what’s challenging, and how we can collaborate to support educators in preparing students for careers in games and immersive media.

Niels Bøttcher
Floppy Club, CEO

Booker W. Edwards Jr.
Georgia State University, Professor of Practice | Wwise Affiliate Instructor

Alistair Hirst
Dolby, Sr. Game Dev Relations Manager

Tim Brown
Belmont University, Instructor | Wwise Affiliate Instructor

Angel Ignace
Aurae Studios, Senior Sound Designer | Wwise Affiliate Instructor

Niels A. Wetterberg
Games Denmark, Executive Director
Thursday, November 20th
11:00 AM CET – 12:00 PM CET | Game-Driven Synthesis with Wwise
Speaker: Mads Maretty Sønderup
Imagine the sound of a spaceship engine that shifts timbre as it speeds up, or adds shimmer as it starts to land and deploy its wings. Normally, you’d need layers of synthesis samples from your DAW and careful loop points to pull this off, or you could simply fully or partly use some of the synthesis plug-ins already available in Wwise, each allowing for direct parameter control with the game mechanisms. Join this presentation to get a practical introduction to plug-ins like SoundSeedGrain, a granular synthesis plug-in designed for runtime use. You are welcome to bring your own computers and follow along as we dive into the plugins. If so, make sure you have the following installed: Wwise 2025.1.0 or newer, including all the SoundSeed plug-ins and Impactor.

Mads Maretty Sønderup
Audiokinetic, Specialist, Training & Education Content



