ReNormalizer: Peak Normalization for Wwise
Set a peak target for selected Wwise Sound objects and write the normalized audio back to their source files.
I create innovative tools and applications at the intersection of audio technology and software development. Specializing in building solutions for sound designers, game developers, and creative technologists.
I'm a technical sound designer with a passion for building tools that empower audio professionals and creatives. My work bridges the gap between traditional sound design and modern software development.
With expertise in audio programming, creative coding, and plugin development, I develop solutions that streamline workflows, enable new creative possibilities, and push the boundaries of what's possible in interactive audio.
Tools and experiments at the intersection of audio technology, game development, and procedural sound design.
An infinite procedural sleep and ambient sound generator. Features multiple presets, binaural beats for deep sleep, hypnotic visualizations, and a breathing guide exercise.
Interactive documentation for FMOD Studio's Model Entity Scripting API. Browse entities, properties, and inheritance hierarchies across multiple versions.
Wwise context-menu tools for event creation, peak normalization, and REAPER FX-chain processing.
An installable ReaPack collection for sound-design workflows, including video scene detection and visibility-aware track navigation.
Custom Pure Data abstraction for managing multiple audio samples with random playback. Inspired by Wwise random containers.
Procedural weapon sound design patch using Shepard's tone for loading mechanics. Demonstrates hybrid sample + synthesis techniques.
Generative music system built with Pure Data and integrated into Unity using Enzien Audio's hvcc compiler.
Short notes on audio tools and implementation.
Set a peak target for selected Wwise Sound objects and write the normalized audio back to their source files.
Create Play and Stop events for selected Wwise objects and place them in a chosen Event Work Unit.