WAAPI Tools
Python utilities available from Wwise's object context menu. Create Play and Stop events, apply peak normalization to source files, or process selected sounds through a saved REAPER FX chain.
01 / Tools
Utilities and references for Wwise, REAPER and FMOD. Open a project for usage details, documentation and source links.
Python utilities available from Wwise's object context menu. Create Play and Stop events, apply peak normalization to source files, or process selected sounds through a saved REAPER FX chain.
A ReaPack repository for game audio and editing workflows. It includes video scene detection, track-selection actions that skip hidden tracks, grouped take randomisation, session setup and smaller editing utilities.
Interactive documentation generated from FMOD Studio's Entity Model. Browse entities, properties, relationships and inheritance across supported Studio versions.
02 / Experiments
Procedural sound, generative music and interactive projects made with Pure Data, Unity and Web Audio.
01 A browser-based sleep sound generator with six presets, layered drones, melody and noise, optional binaural beats, a breathing guide and a timer.
02 A Pure Data abstraction for loading several samples and choosing variations at random, modelled after Wwise Random Containers.
03 A procedural weapon patch combining synthesis and samples. A Shepard tone drives the loading sound; randomized samples build the shot.
04 A generative music patch written in Pure Data, compiled with hvcc and run inside Unity through Enzien Audio Heavy.
03 / About
I'm a technical sound designer based in Stockholm. My work covers sound creation, implementation and audio pipeline tooling.
Before sound design, I studied computer science. I use that background to automate workflows, prototype audio features and build tools for sound designers.
The public projects on this site are the parts I can share: open-source utilities, technical references and independent audio experiments.