Procedural Synthesis for Unity
Next-generation audio engines. High-fidelity disruption. Pure digital noise.
The Synth Collection
Seven engines of sonic destruction. Built for performance. Designed for chaos.
Analog
Polyphonic subtractive synth with Moog ladder filter. Aliasing-free oscillators with warm analog character.
BitSynth
Authentic 8-bit chiptune synthesis. NES APU emulation with square, triangle, noise, and DPCM channels.
DigitoneFM
4-operator FM synthesis with DX7 SysEx import. Classic digital tones, from electric pianos to metallic bells.
Drum
One-shot percussion synth with 80+ presets. 808-style beats, choke groups, and velocity-sensitive impacts.
Modal
Physically-informed resonance modelling for realistic strikes, scrapes, and experimental textures.
Sawd
Single-oscillator sawtooth subtractive synth with 180+ presets. Warm, aggressive, and ready for anything.
SoundFont (SF2)
Full SF2 support for sample-based acoustic instruments. Optimised for massive orchestral or lo-fi layering.
Procedural Sound Effects
Stop recording dirt. Start synthesizing it. Physically-informed DSP for real-time game audio.
Zero Sample Files
Every sound is generated procedurally. No sample libraries to ship.
Real-time Parameters
Control timbre, texture, and dynamics from gameplay at runtime.
Lock-free Audio Thread
Safe parameter updates from the main thread without audio glitches.
Semantic Control API
engine.SetSurfaceWeight("Concrete", 0.85f);
engine.SetVelocity(0.7f);Footsteps
Procedural footstep synthesis with surface resolver. Wood, concrete, gravel — zero repetition samples.
GunShot
Procedural firearm synthesis. From pistols to ballistics, with physically-informed transient modelling.
Monster
Procedural creature voices with 100+ presets. Growls, roars, and alien textures — no samples required.
Adaptive Music
REACTIVE SCORE SYSTEMmusic_noteMIDI Sequencer
Step-quantised, multi-clip arrangement engine. Build reactive scores that respond to gameplay parameters in real time.
settings_accessibilityAdaptive Engine
Gameplay-parameter-driven reactive score. Intensity, mood, and context control what the player hears — seamlessly.
edit_noteMIDI Editor
Timeline DAW with edit-mode preview and parameter canvas. Compose, arrange, and tune adaptive music inside Unity.
The Azimuth Manifesto
"Clean audio is a lie. We build the heat back into the digital realm. Azimuth Audio isn't just a plugin — it's a philosophy of intentional destruction."