Autrix reads live game state and generates contextually intelligent audio in real time — no logic trees, no middleware plumbing, no compromise on creative vision.
A sound designer at a mid-tier studio spends three weeks building a logic tree in FMOD — a wall of conditional rules: "if player is running AND it's raining AND health is below 20% AND they're near metal, play footstep_wet_metal_03." A hundred trees. For one character. In one biome.
The game engine already knows everything. It knows the player's health, the weather, how many enemies are nearby, the narrative tension of the current moment. But this rich context never flows to the audio system. Sound designers are hand-coding rules to approximate intelligence the game already has.
For film: temp audio is a multi-week manual job. Directors review rough cuts with placeholder sounds or expensive temp tracks, and sound editors rebuild 60% of it after the director finally articulates what they actually wanted.
"I spent more time writing Wwise event logic than I spent actually designing sounds. The creative work was maybe 30% of my time."
— Senior Audio Lead, Mid-Tier Game StudioA single open-world game can require 10,000+ conditional audio rules. Each one hand-written. Each one a potential bug.
FMOD and Wwise have no access to real game state. Sound designers simulate intelligence with rules that are always one edge case behind.
Every sword swing, footstep, and ambient layer needs 30–50 variations to avoid repetition fatigue. Generating and tagging them is grunt work that devours creative hours.
Mid-tier and indie studios can't afford 20-person audio teams. The gap between AAA sound and everyone else is vast — and growing.
Autrix sits between Unity or Unreal and your audio stack. It reads what's happening in the game and makes continuous, intelligent audio decisions — so you don't have to write the rules.
Upload your sound library and a game design document — or a plain-language brief. Autrix reads them and generates a strong first draft of your entire audio logic graph. What would've taken six weeks takes six minutes.
A visual interface where you place emotional zones — calm, tense, triumphant, dread — and tag sound assets to feelings, not rules. Tell Autrix the vibe. It handles the conditional logic underneath.
At runtime, Autrix reads a continuous feed of game state. It blends, generates, and responds dynamically — layering tension audio 45 seconds before a climax hits, dampening footsteps when rain starts, shifting the entire soundscape as narrative context changes.
Generating: footstep_wet_metal · tension_layer_03 · rain_ambience · climax_swell — blended in real time
Reads a live telemetry stream from Unity or Unreal — health, weather, enemies, narrative flags, pacing — and converts it to continuous audio intelligence without any custom engine work.
A spatial canvas where you place emotional zones and tag assets to feelings — not logic trees. Tell Autrix what a scene should feel like. It writes the rules.
Generates subtle, contextually coherent variations on any sound asset at runtime — so no two footsteps, sword swings, or ambient moments ever sound identical.
Native integrations with FMOD Studio and Wwise — the two tools every audio team already uses. No workflow change, no migration cost. Autrix augments your existing stack.
Feed Autrix a rough cut and a scene brief. Get a full, emotionally matched temp audio pass in eight minutes — not two weeks. Directors get intelligent sound on the first review.
Every project, override, and correction trains a proprietary model of how human designers respond to game context. The longer you use it, the better it knows your studio's creative voice.
Install the Autrix SDK into Unity or Unreal in minutes. It automatically discovers your FMOD or Wwise project and begins reading game state telemetry. No custom engine modifications. No devops overhead.
Unity · Unreal · FMOD · WwiseOpen the Autrix canvas. Drop in your sound assets. Place emotional zones across your game's arc. Tag feelings, not rules. The first draft of your complete audio logic graph is generated in minutes.
Visual · Intuitive · No codeAutrix runs at runtime as a lightweight inference layer. It reads, decides, and blends continuously — responding to your game the way a human audio director would, if they could watch every second of every playthrough.
Real-time · Adaptive · IntelligentWhether you have a 20-person audio team or a single junior sound designer, Autrix gives you the intelligent audio infrastructure that used to require a full middleware engineering team to build.
Stop handing directors rough cuts with placeholder sounds. Autrix generates a full, emotionally coherent temp audio pass in minutes — so the creative conversation starts from something real, not from silence.
"Sound designers are composers.
Not programmers.
Autrix gives you the creative time back."
— Aakarshan Saxena, Founder & CEO, Autrix
Autrix is in closed early access. We're onboarding select game studios and post-production houses now. Spots are limited — the product gets better with every team that uses it.
No spam. No pitch decks. Just a conversation about your audio stack.