You will find a collection of productivity-oriented tools we have developed along the years to help us on game audio projects. These were created to help automate tedious tasks, freeing up more time for creativity and fine-tuning our sound assets and mix.
While they are still in beta and come with limited documentation, we’re excited to share them with the community.
Feel free to explore, and don’t hesitate to reach out if you have any questions or need assistance on Discord or via the form below. We will be happy to help !
This tool streamlines voice recording by generating sessions from cue sheets with accurate naming, text prompts, and quick navigation shortcuts.
GO TO TOOLThis tool automates foley markup in Unreal Engine cinematics by analyzing character movements for real-time tagging of assets on the cinematic timeline
GO TO TOOLThis tool streamlines voice line editing and recognition by integrating CSV files. It automatically edits and organizes lines into distinct takes in Reaper, simplifying the management of voice lines.
GO TO TOOLThe "Static Mesh Emitter" streamlines audio placement in open worlds by efficiently positioning sound components within blueprints
GO TO TOOLWalab transforms whoosh sound creation by using your voice. It analyzes pitch, frequency, and volume in real-time, applying these parameters to modulate any chosen sound with precision.
GO TO TOOLThis backlog lists the tools we are currently considering and excited about.
If any of these ideas resonate with you, or if you’re interested in discussing potential collaborations, we would be happy to discuss it together.
Place an audio emitter on a spline that works realistically with concave shapes.
Automatically match the edit in the reaper session inside an unreal sequencer for cutscenes.
Automatically edit and recognize takes in a single voice file based on an a CSV
Runtime system that collapses several audio sources into one when a group of sources is distant to the listener.
Implementation of a event-based audio engine in Unity similar to Wwise and Fmod.
Implementation of a event-based audio engine in Godot similar to Wwise and Fmod.
System to automatically generate AI voices for retakes inside of Reaper.
Scripts to automate voice processing on large amount of files that require different processing chains without opening a reaper session.
Automatically check exported files of reaper.
Apply an LU Match on a group of items
Generate realistic wallas for different sized groups, spaces, emotions and text.
E tracks animations from the Engin by creating mp4 files from fbx files.
Or just drop us a line at hello <AT> demute.studio