Battle-tested audio systems & workflows that deliver immersive soundscapes.
Engine Room is a specialized department built out of the work we’ve already been doing for years at Rev Rooms. Across our projects, the same issues and solutions keep popping up – where there are no established workflows, our expertise & tools shift the focus from fixing common issues to fast integration and ultimately quality sound design.
If you’re looking for development support and audio systems designed around the ultimate goal of immersive soundscapes, this is where we operate. It’s a different conversation, a different set of solutions – it provides a solid ground and suite of tools for creative sound designers to deliver excellent audio.
What we do
Audio Systems Development
If you’re looking for development support and audio systems designed around the ultimate goal of immersive soundscapes, this is where we operate. We deliver performant runtime systems with battle-tested authoring workflows directly inside Unreal Engine.

Deep Gameplay Integration
Our Audio Systems are deeply integrated into your project and development teams' workflows, reacting in real-time to the game's state, animations and logic. Our tools scale from simple levels to massive open-worlds, keeping performance under check and allowing sound designers to be creative.
Development support:
Organized and agile - our developers and designers integrate within your team and workflows, and listen for what's needed.
- Debugging and profiling tools
- Automation of repetitive tasks
- Established asset pipelines to help massive projects stay performant
Maintenance & Scalability
Across our projects, the same issues and solutions keep popping up – where there are no established workflows, our expertise & tools shift the focus from fixing common issues to fast integration and ultimately quality sound design.
Wwise & Metasounds
Whether your project uses Wwise, Metasounds, or even is switching from custom engines to Unreal, our expertise can help you hit the ground running. We come in at any point during the project, the sooner the better - our systems lay the foundation for great audio.
Focus
Engine Room is the result of a shift, which now deserves its own space. It’s a different conversation, a different set of solutions – it provides a solid ground and suite of tools for creative sound designers to explore new ideas, iterate and deliver excellent audio.
The team
Dedicated experienced staff who's only focus is on award winning audio and systems to make the game sound and perform its best. Dedicated experienced staff who's only focus is on award winning audio and systems to make the game sound and perform its best.
Dedicated experienced staff who's only focus is on award winning audio and systems to make the game sound and perform its best.
Dedicated experienced staff who's only focus is on award winning audio and systems to make the game sound and perform its best.
The rooms are furnished with:
- An enviable collection of audio hardware and software, recording equipment, and musical instruments
- Top spec PCs and ultra fast broadband
- very jazzy wallpaper
Tools & Systems
BURRP
BURRP (Big Unreal Rev Rooms Plugins) provides a set of common reusable fundamental tech exploited by the other Unreal Plugin modules.This is akin to the “engine” underlying all our other Unreal Plugin Modules. It provides a set of systems that improve things like performance, debugging in the dependent modules. It also ensures that disparate systems employ common solutions in a consistent way.

Pawn Cocktail
Pawn Cocktail's audio framework offers developers a unified approach to equipping characters with gameplay sounds in a quick and intuitive manner; allowing them to focus on audio fidelity, not audio functionality.
This is a robust architecture which allows a sort of modular drag and drop setup for gameplay audio on pawns. It is an idealized version of pawn audio code that would otherwise be re-implemented over and over on basically any game and is easily extensible for new pieces of functionality as well. The included footstep automation system also replaces the laborious and error-prone process of manually placing footstep notifications into animation sequences.
This is a robust architecture which allows a sort of modular drag and drop setup for gameplay audio on pawns. It is an idealized version of pawn audio code that would otherwise be re-implemented over and over on basically any game and is easily extensible for new pieces of functionality as well. The included footstep automation system also replaces the laborious and error-prone process of manually placing footstep notifications into animation sequences.

Tumbleweed
Tumbleweed will make sense of thousands of trees and buildings in your large worlds and free the designers from hand-placing ambient sounds with a simple workflow that scans and adapts to ever-changing biomes.
This system automates the laborious process of having to manually set up ambience volumes in maps. Instead, the user simply tags objects like trees and buildings, and these are then used to ‘bake’ an audio-map, which is then queried for the appropriate environmental audio playback.
This system automates the laborious process of having to manually set up ambience volumes in maps. Instead, the user simply tags objects like trees and buildings, and these are then used to ‘bake’ an audio-map, which is then queried for the appropriate environmental audio playback.

Chatterbox
Chatterbox's dialogue pipeline is the "glue" that joins up all the various tools and systems that touch or rely on dialogue and makes sure they're always in sync with one another; providing a complete end-to-end solution.
Dialogue systems are often complicated, expensive and fragile. This system provides an end-to-end overview of all the systems involved in your dialogue pipeline (e.g. localization, synchronized animation, subtitles, cue-sheets, audio source-files, lip-sync or mocap files, etc.), fully automating the process and removing any manual and error-prone human upkeep.
Dialogue systems are often complicated, expensive and fragile. This system provides an end-to-end overview of all the systems involved in your dialogue pipeline (e.g. localization, synchronized animation, subtitles, cue-sheets, audio source-files, lip-sync or mocap files, etc.), fully automating the process and removing any manual and error-prone human upkeep.

Our Partners

Our Partners



