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Real-time procedural acoustics for Unreal Engine. Every sound source adapts to its space individually — no baking, no manual reverb zones. 🎧 Headphones recommended. Excited Waves Acoustics is a runtime acoustics SDK that replaces manual reverb zone authoring with automatic per-emitter acoustic analysis. Each sound source gets its own reverb profile based on surrounding geometry — a gunshot in a concrete bunker and birdsong in an adjacent courtyard receive completely different, geometrically accurate acoustics simultaneously. The system uses frame-budgeted ray casting to evaluate geometry at runtime, outputs parameters for reverb blending across room scales, handles absorption compensation, cross-room transitions, and early reflections. It integrates natively with Chaos Destruction – when geometry is destroyed, acoustics re-evaluates and adapts. Same for destructible content: any world that reshapes itself at runtime gets accurate audio automatically. Download UE5 Demo: https://github.com/ExcitedWaves/Excit... Download trial plugins: https://github.com/ExcitedWaves/Excit... ⸻ KEY FEATURES • Per-emitter acoustic analysis – each sound source gets its own reverb, not a shared zone • Zero setup – add one component, press Play. No probes, no bake steps, no manual zones • Adapts to destruction – native Chaos Destruction integration with multi-pass re-scanning • Handles procedural & dynamic content – works with any geometry generated at runtime • Cross-room reverb blending – smooth automatic transitions between acoustic spaces • Early reflections (using Wwise Reflect for rendering) • Frame-budgeted ray casting – predictable CPU cost regardless of scene complexity • Engine-agnostic SDK core – current integration: UE5 + Wwise • Absorption mapping via UE Physical Materials ⸻ WHY NOT JUST USE REVERB ZONES? Manual reverb zones break with destruction and procedural content, require constant maintenance when levels change, and apply the same reverb to every sound in a region. Baked solutions can't handle runtime geometry changes. Other solutions require manual rooms authoring and doesn't support dynamic geometry. Excited Waves Acoustics works entirely at runtime with zero authoring and analyzes each emitter independently. ⸻ 🔗 LINKS Website: https://excitedwaves.com Trial SDK (GitHub): https://github.com/ExcitedWaves/Excit... Blog: https://blog.excitedwaves.com LinkedIn: / excitedwaves Contact: contact@excitedwaves.com ⸻ #GameAudio #SpatialAudio #UnrealEngine5 #GameDev #UE5 #GameAcoustics #Reverb #Wwise #SoundDesign #IndieGameDev #GameEngine #RealTimeAudio #ExcitedWaves #AudioMiddleware #Procedural #Destruction #RayTracing #GameAudioSDK #ChaosDestruction #MetaSounds ⸻ Excited Waves Acoustics – Real-Time Game Acoustics SDK © 2025-2026 Excited Waves