Procedural audio is an essential part of building interactive media. Game engines have long supported procedural techniques for designers and engineers. The demand for sounds that feel natural and realistic continues to grow, and spatial and interactive sound design play a key role in creating plausible auralizations. Many factors go into creating realistic virtual collision sounds across multiple objects. Speed of motion, size, material, and design intent from game mechanics all intertwine into a web of interactivity, spatialization, modeling, storytelling, and logic. The sound of footsteps changes with movement and with the materials beneath, pressing buttons or fabrics might require tactility, and explosives in a variety of rooms and different listening positions pose spatialization subtleties. What are the right tools to realize these intricacies? What does the current landscape look like for addressing remaining cIRCAM:Galleryenges? What developments are emerging in machine learning and AI? In this workshop, organized by the AES TC Spatial Audio and AES TC Interactive Media and Gaming, speakers will share workflows, systems, and their experience developing spatial, interactive, and generative sound design. The session is intended for those looking to expand their toolkit, rethink existing approaches, and better understand the practical and technical considerations behind procedural and spatial audio systems for virtual sounds.