# Excited Waves Acoustics

Watch the demo:

[![Watch the demo](https://img.youtube.com/vi/DyS5AQqjrp4/sddefault.jpg)](https://youtu.be/DyS5AQqjrp4)

> **Trial edition** is fully functional in Unreal Editor. A trial key is required in-editor – request one at <contact@excitedwaves.com>. Packaging a standalone build requires a Full license.

Excited Waves Acoustics is a runtime acoustics SDK with an engine-agnostic core and integration adapters for UE Native Audio and Wwise.

Attach a detector component to any actor, set up submixes or audio buses, hit Play – the system automatically analyzes surrounding geometry and drives reverb and early reflections in real time. No baking or manual zones required.

### The Problem

**Manual reverb zones cost weeks per map.** Placing and tuning volumes across large or streaming levels doesn't scale with map count or content churn and is inherently error-prone – every level design iteration breaks existing zones, forcing teams to re-author instead of iterating on gameplay. Some studios build in-house acoustic stacks from scratch rather than suffer this loop. This development takes months / years.

**Baked acoustics break when geometry moves.** Destruction, procedural layout, and runtime changes make pre-computed or hand-placed acoustics immediately wrong. What the player hears stops matching what they see.

### How It Works

The detector casts rays into the scene, classifies hits by distance (Close / Mid / Far / Outdoor), reads surface materials to select reverbs, and blends reverb naturally between rooms. Everything adapts at runtime to moving geometry, destructible walls, and changing environments.

### Key Features

**Per-emitter acoustics.** Each sound source gets independent analysis. A gunshot indoors and footsteps outdoors in the same level get different reverb simultaneously – no zones.

**Dynamic geometry.** Integrates with Chaos Destruction out of the box. When walls break, nearby detectors re-scan automatically.

**Engine-agnostic. Middleware-agnostic.** The core detection engine is independent of any engine or audio middleware. Current integrations include UE Native Audio with a custom ER DSP, and Audiokinetic Wwise. Additional backends can be plugged in via adapters without changing the detection pipeline.

### Requirements

* Unreal Engine 5.6.1
* Windows (Win64)
* Audiokinetic Wwise 2024.1+ for Wwise integration (optional)

***

Website: [excitedwaves.com](https://excitedwaves.com) · Contact: <contact@excitedwaves.com>


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