Compose the interactivity

Estua is game audio middleware built around how composers think — Sequences, Stacks, Choices, and Modulation.

Screenshot of Estua's interface, showing a sequence clip with nested audio clips and modulation connections

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.

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.