david weaver
Weaver Audio is one person. I write the DSP, draw the faceplates, build this website and answer the support email.
I am an audio programmer and software developer, and most of my work has been inside game studios. I was an audio programmer at Obsidian Entertainment on The Outer Worlds 2, writing the Wwise infrastructure and the in-house audio systems in C++ and Unreal Engine. Through Sweet Justice Sound I do technical audio for Epic Games on Fortnite, LEGO Fortnite and MegaLights, and I am the technical audio designer on Neon Giant's No Law, due in 2027, with support work for Blizzard Entertainment and contract audio programming for Respawn along the way. Before that I was lead audio programmer at PlaySide Studios in Melbourne, building the Wwise and FMOD pipelines and the tools the sound designers used in Unreal, Unity and the studio's own engines.
Outside games I have sixty-odd film and television credits as a sound editor, and I spent three years at Abbey Road Institute as academic coordinator and lecturer, where I wrote and taught a game audio course. I still give talks now and then, GCAP and High Score among them, and there is a channel of Unreal and C++ audio lessons on YouTube.
Tangle comes out of that work. A game sound plays a thousand times under a thousand conditions, so it has to react rather than just play; that is why every knob in the rack is a CV socket and why randomize is a real control rather than a party trick. Ten years of building tools for other sound designers is why the Manager installs and activates everything with no serial to type, why the history strip is always recording, and why the licence terms say a purchase keeps working if the company's servers do not.