About
DUSKOsound builds the entire audio identity of a project: sound design, original music, foley, and final mix for films, video games, and animation. One author, one coherent sound.
Every indie dev I work with hits the same wall eventually. Wwise or FMOD? MetaSounds? The engine’s built-in audio? Something that does not exist yet? And underneath all of it, a quieter question: is AI about to change game dev so much that whatever I learn now is wasted?
I have done a bit of everything. Wwise and FMOD in school, MetaSounds implementation on Fallen in Unreal, and right now I am deep in Three.js and AI-assisted Reaper workflows on my own experiments. From the outside that looks like indecision. From the inside it is the opposite: the tools change, and the thinking underneath them does not.
Most of my work with game teams is not really about a tool at all. It is asset spreadsheets and implementation instructions, usually written in Wwise terms because that is the shared language, describing what should react to what, in what state, at what mix. The tool is just where that logic gets typed in.
None of them is the right answer on its own. The right one is the one that matches your engine and your team. Unreal? MetaSounds is already there. Unity? Wwise or FMOD. Web or a custom engine? You are writing the audio layer yourself, and that is fine.
Here is the part that takes the fear out of it. The durable skill is not the tool, it is the implementation logic: states, transitions, layers, what triggers what, how the mix behaves under pressure. That thinking moves cleanly from Wwise to FMOD to MetaSounds to a hand-written Web Audio graph. Learn one well enough to think in it, and the next one is a new dialect, not a new language.
AI is going to change parts of this, fast: generating raw material, writing glue code, roughing in a first pass. What I do not see it changing soon is the direction, deciding what your world sounds like and how it behaves when the player does something unexpected. That is the same call whether you place it by hand in Wwise or describe it to a model. If anything, AI makes the thinking more valuable, because the generation gets cheap and the taste does not.
Do not chase the forever-tool. Pick the stack your engine points to, learn it well enough to think in implementation terms, and put your real energy into the decisions, because those are what survive the next tool, and the one after that. That is the bet I am making with my own experiments, and it is the advice I give every team that asks.