Elias 4
Getting started with Elias is fast and intuitive
Adaptive sound and music for games with real-time control, full spatialized audio and the worlds best adaptive music engine. Elias support game engines or custom setups, with APIs and optional source-code access.
Studio screenshots
Elias Features
Full featured audio middleware
- Spatialized 3D audio
- Parameter and event driven sound logic
- Real-time editing with remoting
- DSP: Filters, compressors, reverbs and more
- Sample perfect visual scripting
- Adaptive Music system
- Integrates with any game engine (or other platform)
- Build for PC, Mac, PlayStation, XBox, Nintendo, iOS & Android
- Author tool works on both PC and Mac
Adaptive music system
- Go beyond simple layering and transitions
- Build complex, granularly adaptive soundtracks
- Individual rules per instrument or track
- Motifs and tonal stingers
- Automatic perfect loops
- Random selection and segments for variation
- Musical transitions between arrangements and states
- Control your music flows with visual scripting
Visual scripting
- Simple UI and intuitive learning
- Create signal flow graphs
- Sample perfect
- Combine logic, parameters, play back and DSP
- Reduce complexity with subgraphs and configurations
- Handle culling and voice limiting
- Set up spatialization behavior
- Easily share and reuse patches
- Test directly in the authoring tool
Live Editing
- Use remoting to connect to a game session
- Update patches in real-time while your game is running
- Swap sound files, mix and tweak with instant updates in-game
- No sound banks or rebuilds
- Fast iterations and testing
- Works via our designtime API, Elias Studio and engine integrations
Development & Extensibility
- Written in C and C++ with wrappers for certain APIs
- Python support for custom tooling and automations
- Modular code base that is easy to customize
- Easy to integrate with custom game engines
- Source code available for higher license tiers
Support and learning
- AI-powered online manual
- Ever growing library of tutorials (request)
- Open for all Discord-server
- Best in class dedicated support, from email to on site
- No "Pay Per Ticket" support system
- Onboarding via video call or on site
Frequently asked questions
Elias a modern and powerful game audio middleware and sound engine built for creating interactive soundscapes and adaptive music for games and other media. With it's focus on ease of use and flexible workflows it sets itself apart from it's competitors by allowing you to create more with less effort and less risk.
Key features:
Key features:
- Fully spatialized
- Visual Scripting
- World leading adaptive music
- No soundbanks
- Supports all platforms
- Integrates with any engine
Of course! We have licenses that fit all sizes of projects, and we also offer free trials. Just fill out this form and we'll get you hooked up right away!
Elias can easilly be connected to any public or custom engine. We currently provide integrations for Unity and Godot out of the box, but we are eager to help you integrate with what ever engine you use (like Unreal or something custom).
That is correct, but since 2018 we've expanded the software to be a fully spatialized sound engine ready to compete with Wwise, Fmod, MetaSound, etc.
Not at all – our authoring tool (Elias Studio) is made for composers and sound designers. If you happen to be a programmer we have generous APIs and wrappers to help you build tools and custom workflows.
Support comes in a few different forms. At it's most basic we have an interactive manual, tutorials and a open for all Discord community. If your needs go deeper we offer support via email, video calls, shared chat rooms or on site visits - we can adapt to what suits you!
Yes! Elias has, for example, been used to control the broadcast music during Eurovision Song Contest, it's been used for interactive music videos and to power automotive experiences. With it's scalability and the possibility to integrate with anything the sky is the limit.
We offer flexible tiers depending on studio size and project scope – from indie-friendly to enterprise-level support. Please see our price page for details