Jasz Pike
Sound for Game & Apps
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Bespoke Middleware Blog

Research, Design and Development Blog for Bespoke Middleware Project

Middleware & Plugin Solutions

 Came across Criware another bespoke game audio middleware solution.

Came across Criware another bespoke game audio middleware solution.

Not too keen on this as its clunky and hard to navigate. Clearly not designed with much help from sound designers. I had to email them for an evaluation license key so pretty easy to get. Free until first commercial release so that nice.

They do provide an audio plugin for use in DAW and Unity integration package for mobile builds. These are just migration tools, not design tools.

 CriAtomViewer - visual spatial positioning tools

CriAtomViewer - visual spatial positioning tools

 Unity migration tools for mobile integration

Unity migration tools for mobile integration

 CriAtomCraft - spotting sheet platform

CriAtomCraft - spotting sheet platform


Migrating from TBE 3DCeption to Oculus Spatialization

  • Preparation
  • Basic Migration using Unity's Built-In Oculus Spatialiser
  • Advanced Migration using the Oculus Native Spatialiser Plugin (ONSP)
  • Reflection Zones and Scene Morphing
  • Final Clean-UP & Contact.
  • Interesting to see formal documentation explains the migration process from TBE. Nice to see a small dev team catch a break.


Native Audio Plugin SDK

Walkthrough on how to build bespoke plugin for Unity. Similar process as Heavy integration except more coding.

From the website:

The native audio plugin system consists of two parts:

  1. The native DSP (Digital Signal Processing) plugin which has to be implemented as a .dll (Windows) or .dylib (OSX) in C or C++. Unlike scripts and because of the high demands on performance this has to be compiled for any platform that you want to support, possibly with platform-specific optimizations.

  2. The GUI which is developed in C#. Note that the GUI is optional, so you always start out plugin development by creating the basic native DSP plugin, and let Unity show a default slider-based UI for the parameter descriptions that the native plugin exposes. We recommend this approach to bootstrap any project.

 An example of bespoke plugin using Native Unity SDK

An example of bespoke plugin using Native Unity SDK


Weather report:

Integrated insects and thunder into Weather system master patch. Next stage is to expose parameters for control in Unity. This patch is beginning to be very CPU heavy and as an end user I could imagine it being quite cumbersome to navigate and control. Solution could be to break into smaller patches (e.g. just wind and rain, just insects etc.) and build prefabs in Unity for users to drag and drop into their scene. I will attempt this with Insects and an earlier iteration of the weather system which contain just wind and rain.

Screen Shot 2018-05-16 at 00.36.46.png