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);

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.