Compose the interactivity
Estua is game audio middleware built around how composers think — Sequences, Stacks, Choices, and Modulation.
Clip types
Building blocks that think in music
Every clip is a composable unit of interactive behavior. Nest them inside each other without limit — a choice inside a sequence inside a loop isn't a workaround, it's the design.
Audio
Play back a sound file or stem you rendered in your DAW. The leaf node of every interactive structure.
Sequence
Play clips one after another. Stages advance when the previous finishes — automatically dovetailing intro's and tails for you.
Choice
Select between alternatives based on a parameter. Wire it to game state and the music follows the player's world.
Loop
Repeat a clip or structure indefinitely, or until you change a condition. The foundation of sustained musical passages.
Stack
Play multiple clips simultaneously. Layer stems, build textures, and control each voice independently through modulation.
Under the hood
Modulation
Wire anything to anything
LFOs, randomness, game-driven values — mapped many-to-many through a routing system that goes as deep as you need it to.
Engine integration
Plays in Unity
Load your Estua projects directly in the game engine. Trigger clips and drive parameters from game code with sample-accurate precision. More engines coming.
Shape how this evolves
Estua is in early development. We're starting with a small group of game audio composers and sound designers and appreciate your input.
No spam. Updates on progress and early access invitations only.