For game developers and game-audio teams

Give your world a sound that keeps changing.

Turn movement, distance, tension and player actions into musical controls. Build an instrument, effect or evolving score with an agent, then expose the parameters your game needs. Start with one playable scene and a clear runtime budget.

Explore the browser studies below. Each has one game interface over internal instruments and effects; portable parent-module packaging and engine support remain in development.

Make the sound follow the play.

Expose the controls your game understands

Map speed, proximity, weather or threat to a small set of meaningful parameters. Smooth continuous changes, trigger actions deliberately and keep sound-design controls editable.

Keep variation musically coherent

Use seeds, scales, motifs and rhythmic rules to create alternatives you can reproduce. Change density or timbre as tension rises, and choose when a new phrase takes over.

Explore Symbolic

Shape spaces and moving sources

Explore room responses, reverb, stereo placement and source distance. Design the desired cue first, then test the spatial model and update cost inside the intended game.

Interactive browser studies

Hear what one game action changes.

Each scene exposes its own gameplay controls while the instruments stay internal. Inspect the parameter mappings and save or restore the top-level controls.

Resonant Objects

Strike a gong at its center or rim, change the mallet and damp its ringing. Learn how object properties can drive excitation and resonance, with the source heard on its own.

Open Resonant Objects

Room and Receiver

Place an instrument and stereo receiver in a room. Compare reflections and decay as placement or surfaces change, with feedback while the next response is prepared.

Open Room and Receiver

Adaptive Score

Map Health, Proximity and Threat to filters, damping and timbre. Change density over the same seeded harmony, switch layers, or regenerate a musical take at a cycle boundary.

Open Adaptive Score

Physics Playground

Release balls from a hose and place or tilt planks in their path. Contacts play independent resonators, with stereo pan following horizontal position. Rolling creates discrete contact pulses; continuous friction and portable engine contacts remain additional work.

Open Physics Playground

From a game moment to a playable tool.

  1. Describe the moment

    Choose a scene, the player actions that change it, and the sound you want. Set constraints for musical range, response time, voice count and performance.

  2. Build with an agent

    Start with existing instruments and effects. Ask an agent to connect them, author musical rules and expose gameplay controls. Create a new module when the scene needs a reusable sound behavior the library does not yet provide.

  3. Drive it from gameplay

    Connect game state to the module’s parameters and events. Audition smooth transitions, rapid retriggers, saved state and alternate seeds while the scene runs.

  4. Measure the integration

    Check latency, CPU, memory, interruption and lifecycle behavior on your target hardware. Keep a deterministic scene replay so changes can be compared.

Interactive browser prototype

Evolving Environment: the starting study

Click landmarks to trigger notes and change an evolving soundscape. Geometric and immersive views demonstrate interaction with one compact instrument; the specialized showcases above build on this idea with separate instruments and effects.

Current compact instrument demonstration

  1. Explore

    A sparse melodic pattern and soft wavetable texture establish the space.

  2. Interact

    Click a landmark to trigger a note and change tension, distance or the apparent acoustic space.

  3. Evolve

    Slow modulation keeps the timbre and stereo field moving. A new seed selects another constrained phrase without restarting the environment.

Intensity
Shape musical activity and brightness.
Space
Move between intimate and resonant textures.
Seed and motion
Choose reproducible phrases and continuous timbral variation.

The original demo uses a compact wavetable voice and prepared melody variations. The browser studies above use full instruments, explicit mappings and a separate acoustic room experiment.

Try the instruments below

Start from tools you can inspect.

Evolving Environment

Play an adaptive instrument through geometric and immersive 3D views.

Why it helps
Trigger landmarks, change intensity and space, and choose a repeatable melody seed while timbre and stereo placement evolve.
Scope and limitations
A browser prototype with illustrative scenery and stereo sound; game-engine and advanced spatial integration require separate qualification.
Explore the product and current availability
Gong · Product artwork

Gong

Shape a struck resonant instrument through mallet, position, size and damping.

Why it helps
Hear how excitation and resonance change a repeated action, before connecting it to game physics.
Scope and limitations
A stylized struck-plate instrument; collision handling and continuous rolling belong to a separate game integration.
Explore the product and current availability
Code Sequencer · Product artwork

Code Sequencer

Express patterns and musical transformations as code, then send MIDI to instruments.

Why it helps
Keep generated alternatives tied to explicit musical rules and editable inputs.
Scope and limitations
Generation and preparation stay outside realtime DSP. See the module for current host support.
Explore the product and current availability
Wavetable · Product artwork

Wavetable

Morph between wave shapes and modulate an instrument’s evolving texture.

Why it helps
Expose a meaningful timbral control to game state instead of selecting only fixed recordings.
Explore the product and current availability
Room Acoustics · Product artwork

Room Acoustics

Place sources and microphones, adjust room dimensions and surfaces, and inspect the resulting response.

Why it helps
Explore how room design changes direct sound, reflections and decay.
Scope and limitations
A bounded shoebox-room model with response updates; not a general game-world acoustic solver.
Explore the product and current availability

Give gameplay readable controls.

A game can send Threat, Speed or Impact strength while a sound designer edits the filter, damping, envelope or wavetable controls behind them. Keep continuous values, one-time events and modes distinct, with clear ranges and per-object control.

MIDI notes trigger instruments. MIDI CC can provide hands-on parameter control where the host supports mapping; gameplay can address named parameters directly. Both should reach the same sound-design controls, with an explicit policy when manual edits and game automation overlap.

Reusable modules own the sound, racks connect instruments and effects, and game scenes supply interaction. Agents can help author those pieces and prepare musical alternatives. The audio should keep working when the visuals are hidden.

Browse all games

Fit one useful system into your game.

Bring your existing engine, middleware and audio pipeline. We can work on a focused instrument, effect, musical generator or integration, with named inputs, exposed parameters and repeatable tests.

Our agent-assisted workflow produces editable projects. The realtime audio path stays bounded; language-model requests and musical preparation happen outside the callback. We agree the target platform and acceptance criteria before claiming compatibility.

Explore Maru Engine

FAQ

For your production

Which moment in your game should sound different?

Share the scene, engine, target platforms and the gameplay signals you can expose. Tell us what should change, what must stay reproducible and the performance budget.

Sign in to share your game-audio brief.

Discuss your game audio