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Rivac Labs
Game Development

Game Audio Engineer

Adaptive audio — music that shifts with the action, footsteps that sound different on every surface, spatial cues players can actually locate — is what separates a game that sounds alive from one with a soundtrack playing on top of it. We build these systems in FMOD or Wwise, wire them into your engine's event system, and keep them inside a strict audio performance and memory budget so they don't compete with everything else running at runtime. Teams bring us in when combat feels flat without music escalation, when spatial audio is missing or unreliable, or when an audio middleware integration was started and never finished. We deliver a system your team can add new sounds and states to without touching the underlying wiring again.

How We’d Approach This

A clear, staged plan — not a black box

  1. 1

    Map the moments where adaptive audio would actually change how the game feels — combat, tension, exploration — and prioritize those first.

  2. 2

    Build one adaptive music or spatial-audio system in FMOD/Wwise and test it against the real audio memory and performance budget.

  3. 3

    Playtest with sound on, gather reactions, and review the mix and mood shifts with your audio and design leads.

  4. 4

    Extend the pattern across the rest of the game with a state/event structure your team can add to independently.

What You Get

Deliverables from this engagement

  • A working adaptive music/spatial-audio system integrated in-engine
  • FMOD/Wwise project files with a documented event structure
  • An audio performance budget report and memory usage breakdown
  • A guide for adding new music states and sound events

Six Ways We Could Architect This

Different engagement, different build — pick the shape that fits

There’s more than one way to deliver on this service. Browse a few of the ways we’d structure the work, depending on your speed, budget, and integration needs.

Ready to get started?

Tell us what you’re trying to get done and we’ll help you find the highest-leverage place to start — scoped small enough to prove itself before you commit to anything bigger.

Talk to us about Game Audio Engineer
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