sOURnd for games
Every sOURnd engine, inside your game. One C library, real-time safe, with no account, licence check or network call at runtime. No per-game fee and no royalty.
What you get
- 68 effect engines, and synths too, behind one small C interface: reverbs, delays, filters, distortion, dynamics, modulation, pitch and more. Some are free.
- Effects on your game's audio and instruments your game plays. Put a reverb on a bus, a filter on a voice, a synth under a note. The engines never generate music.
- Built for the audio thread.
processis real-time safe and in place. Parameters can be set from the audio thread. State saves and loads, and newer engine versions keep loading older saves. - Nothing to phone home. The library is linked into your game. Your players need nothing from sOURnd.
How it fits in a game
The library is the same one plugin makers use: a static archive and one header, the C ABI. Call it from C or C++ directly, or from any engine that can call C.
sournd_engine *reverb;
sournd_engine_create("org.sournd.reverb.roomette", &reverb);
sournd_engine_prepare(reverb, 48000.0, 1024);
sournd_engine_set_param(reverb, 0, 0.35);
sournd_engine_process(reverb, in, out, 2, frames);- Today: link the C library yourself, on macOS, Linux and Windows. Engines take mono or stereo buffers.
- On the way: ready-made plugins for FMOD, Wwise, Unity and Unreal, and builds for iOS, Android and consoles. Tell us what you ship on and we will tell you where it stands.
What it costs
- No game fee and no royalty. A game is licensed the same way as a plugin: buy the engines you use once, or hold a plan when you release. Pricing.
- Releases stay licensed. A game version released with engines you own, or while your plan is active, is licensed for good.
- Some engines are free, with no account or email.
The library is built for macOS, Linux and Windows today. Other platforms open as their builds are ready.
Full licence terms · Browse the engines
For your AI assistant
Paste this into your coding assistant:
Read https://sournd.com/llms.txt, pick a sournd reverb for a cave ambience bus and add it to my game's audio code through the C ABI.