Procedural Synthesis for Unity

Next-generation audio engines. High-fidelity disruption. Pure digital noise.

Azimuth Audio synth player
FOLEY SYNTH

Procedural Sound Effects

Stop recording dirt. Start synthesizing it. Physically-informed DSP for real-time game audio.

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Zero Sample Files

Every sound is generated procedurally. No sample libraries to ship.

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Real-time Parameters

Control timbre, texture, and dynamics from gameplay at runtime.

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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);

Adaptive Music

REACTIVE SCORE SYSTEM

music_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."