Procedural Sound Effects
Stop recording dirt. Start synthesizing it. Physically-informed DSP for real-time game audio.
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.
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);Why Procedural Foley?
Traditional foley requires hundreds of recorded samples per surface type. Our procedural approach generates infinite variation from a handful of parameters — with zero disk space overhead.
Change surfaces, materials, and movement dynamics at runtime. No asset bundles, no streaming, no memory overhead.