SoundStriderTools is a project I began in 2026. My goal with it was "I'm tired of hopping on and off projects all the time and needing to reinvent the wheel when it comes to basic tools", so I decided to do something about it! I've broken my tools work down into two separate categories that I've been working on - SoundStriderToolsDev and SoundStriderToolsWwise
If you have any interest in following along with development, I occasionally will post about it on Bsky before big updates land here or on Github
SoundStriderToolsDev initially began with having a lot of frustrations at how Unreal handled level scripting. I was not a fan of needing to create 1 off interactions inside a Level Blueprint. If I wanted an individual button with a function of "OnPressed" and an individual door with a function of "Open" I had no way of getting those two specific actors to communicate with each other without scripting that interaction inside the Level BP. That means, if any designer ever wanted to create that kind of level scripting they would have to check out the entire level in Version Control just to test if that is even a fun interaction! This motivated me to start researching what it would take to fix some of these problems, where I discovered a great blog post about a ScriptingIO system from Joe Wintergreen found here . Once I saw how quickly he had set something up, I decided to take some inspiration from his scripting system, then also create it all in C++ instead of Blueprints for the extra practice. This led to the creation of SST_IO, and SoundStriderTools!
Learn more about SST_IO and other dev tools I have / will be creating here! Link to the GitHub repo here!
SoundStriderToolsWwise
SoundStriderToolsWwise was a logical extension of the work I started doing with SoundStriderTools, and where the Dev and Wwise split came from. I spent lots of time talking with other sound designers and technical sound designers and kept hearing a lot of the same frustrations. "We need to keep building basic Wwise functionality all the time" and "these settings just don't make sense as defaults" so I felt like doing something about it! A lot of the same philosophy of what went into creating the Dev tools is represented here. It's mostly designed around being more normal defaults for things that come from standard values that designers reach for, some QoL features that don't exist in the native Unreal Engine integration, and some new tools like an AnimNotifyState for native looping animation audio support.
If you want to learn more about the Wwise tools I've created, check out this page!
This was one of the first re-designs I ever did, and I had an absolute blast creating it. The challenge of this re-design was to only use source that was recorded on site in the office I was working out of. We walked around the studio as an audio team stealing random toys off of people's desks, and asking the maintenance staff if they had any equipment that made weird noises. After recording and cleaning up / processing all the recordings, it was a standard redesign from there.