Design it. Mix it. Hear it in your game.
Exaro Sound is a game-audio studio that runs in your browser. Design footsteps, impacts, magic and engines from editable recipes, make as many variations as the game needs, edit and mix on a real multitrack timeline, clean up dialogue, then export finished sound events to Unreal, Unity and Godot. Every tool is also a command, so your AI can do the work with you.
- Procedural sound design
- Variations and events
- Multitrack editing
- Mixing and 27 effects
- Dialogue and lip-sync
- MIDI and piano roll
- Unreal · Unity · Godot
Windows 10 or 11 · Only in Exaro Studio, with Exaro Model, Unreal and Drawing

One recipe, as many variations as the game needs.
Start from one of 40 factory presets or a blank recipe and shape it with plain sliders: size, brightness, length, punch, variation, pitch. Every number can be a range, so each render comes out a little different but stays reproducible from its seed.
- Footsteps on 7 surfaces, impacts, explosions, weapons, UI, pickups, magic, wind, rain, fire and alarms
- Physical models: glass break, metal clang, wooden knock, door creak, bird chirp, water drip
- Synths, noise, FM and sample layers with envelopes, LFOs and effect chains
- Seamless loops, checked at the seam
Finished sound events, not a folder of WAVs.
Group variations into events with weights, no-repeat, pitch and volume ranges and surface tags, match their loudness, and preview them as the player will hear them, with distance, air absorption and occlusion. Game builders do the common jobs in one step.
- Footstep sets with matched loudness and surfaces wired
- Vehicle engines as RPM-crossfaded layers
- Ambience beds that tile seamlessly, creature families, naming checks
- Sync hits to animation markers from Exaro Drawing or Aseprite sprite sheets
- Export presets for Unreal, Unity and Godot, with clipping, true-peak and silence checks

A real multitrack studio, in a browser tab.
Sample-accurate clips with fades, takes, folders and buses, automation on any fader or effect, and a mixer with sends, sidechains and meters. The same engine plays the timeline and renders the export, so the file matches what you heard.
- 27 effects: EQ, compressor, limiter, gate, de-esser, reverb and convolution, delay, distortion, chorus, pitch and formant shift, vocoder and more
- Waveform editor with sample-level selection, plus denoise, declick, time stretch and pitch shift
- Loudness to broadcast standard (LUFS), true peak and spectrograms
- MIDI clips and a piano roll with a built-in synth and sampler
- WAV, AIFF and FLAC export everywhere; MP3, Ogg Vorbis and Opus with ffmpeg


Lines in, clean takes and lip-sync out.
Import a script or subtitles, record or align takes to each line, star the best one, and run a speaker chain over every line at once: denoise, declick, breath reduction, trim and loudness. Then export lip-sync envelopes for your characters.
- SRT, WebVTT and CSV scripts with timing
- Alternate takes, language tags and a localization status matrix
- Breath and mouth-click detection
- Lip-sync envelopes at 30 or 60 fps, one JSON per line
Your AI cannot hear. Exaro Sound shows it.
Every edit is a named, undoable command, the same one the buttons run, and the local bridge gives all of them to Claude, Codex or Cursor over MCP. Because models do not take sound as input, Exaro Sound describes audio in words and numbers, A/B-compares two versions, and draws a waveform and spectrogram the model can see. You watch every edit land on the timeline, and your ears decide.

The same commands run as a batch script. This one builds a gravel footstep set: six seeded variations, pitch and volume ranges, matched loudness, exported for Unreal.
{"command": "project.new", "name": "Footstep Pack"}
{"command": "recipe.create", "preset": "footstep_gravel", "name": "Gravel step", "seed": 12}
{"command": "recipe.render", "recipe": "Gravel step", "count": 6, "event": "SFX_Footstep_Gravel", "place": {"start": 0}}
{"command": "event.set", "event": "SFX_Footstep_Gravel", "pitchSemis": [-1, 1], "volumeDb": [-2, 0], "surface": "Gravel"}
{"command": "event.match_loudness", "event": "SFX_Footstep_Gravel", "lufs": -24}
{"command": "export.run", "kind": "events", "preset": "unreal"}npx exarosound run footsteps.jsonlPush it into Unreal with Exaro Unreal →