CH·71 Spatial & ambisonics
verified 2026-07-05

Spatial Clustering Plugin for Wwise active

Carbon Engine (CCP Games) vv2.0.0 added 2026-07-05 verified 2026-07-05

[Use when]

You are running out of spatial audio object slots (e.g. Dolby/DTS 128-object limits) in scenes with many simultaneous sound sources like large battles, crowds, or particle audio.

Engines
Ww Wwise
License

Apache-2.0

Pricing

Free

Last verified

2026-07-05

Added

2026-07-05

about

When a scene spawns more spatial audio objects than the hardware endpoint supports, sources get dropped or fail to spatialize correctly. This Wwise Object Processor plugin dynamically groups nearby audio objects into clusters each frame, mixes their buffers together, and outputs a single object positioned at the cluster centroid — freeing up object slots without perceptible spatial degradation at close angular separations.

The clustering uses a density-aware variant of K-means++ initialization biased toward the listener, with per-frame assignment/update iterations that stop when SSE improvement becomes negligible. Clusters merge across frames, interpolate positions to avoid artifacts, and dissolve when objects spread apart. It was developed for EVE Online and EVE Frontier space battles, where it reduced audio thread CPU usage by up to 60% in dense combat scenarios.

The plugin integrates as a Wwise Object Processor bus insert. You place it on busses that carry dense sources (e.g. turrets, engines), tune the distance threshold per bus, and profile results in real-time via the Wwise Audio Object 3D Viewer.