An adaptive-music engine with a plain C interface: gameplay drives the score live, changes land musically on the next bar, and the same seed replays the same score.
A tiny line game scored live by the engine: space tightens ahead and the intensity rises,
the trail grows and the texture thickens, your steering itself drives how fast the music's
character turns over, and when the run ends the score eases down — and plays on. Nothing
is looped, nothing is crossfaded; the game is playing the controls, and the demo shows you
which. Sixty seconds says more than any page of docs.
A live capture of the playable demo: the game plays the controls on the right, and a
listener infers when the run heats up and lifts the score with it — the same
adaptive-music director a game engine embeds. Nothing is looped, nothing is crossfaded.
What it does
Gameplay drives the score. Map game state — danger, speed, health, place — onto the instrument's controls and the music responds live. No stems to crossfade, no loops to swap.
Changes land musically. A mood switch applies on the next bar: the old pack finishes its bar, the new one's downbeat lands on the bar line. Transitions are music, not edits.
Deterministic — feel and all. The same seed replays the same score down to the microtiming: the humanized feel is a pure function of the seed, not a per-playback jitter, so it survives replays, kill-cams, streams, rollback netcode, and save games bit-for-bit. It's the only kind of living, human-feeling groove that stays perfectly in sync — a non-deterministic humanizer can't promise that.
Alive by measurement. Loops repeat and crossfades smear. This engine's intensity and microtiming carry the multi-scale statistical signature of human performance — a Markov-switching multifractal core whose long-range correlation is enforced in CI on every build and whose multifractality is verified against published surrogate-null datasets — so "doesn't sound looped" is a tested property, not a vibe.
One plain C interface. A small C ABI with thin, idiomatic bindings — a drop-in component for Unity, Godot, and Unreal, or a header-only wrapper for any C/C++ engine.
Cleared to ship. Every shipped sound is synthesized in-engine — no third-party samples — so what plays in your title is cleared for commercial use.
Thin, idiomatic bindings for each engine over one C ABI — a drop-in component in Unity, Godot, and Unreal, or a header-only wrapper for any C++ engine.
Licensing, plainly
Free for game jams and prototypes with a credit. Shipping a commercial title takes a
one-time, per-title license — own it forever, no royalties, no DRM. The terms live in the
open: runtime license.
The runtime and its engine bindings ship privately today. Leave an email and you're first
in line when SDK access opens — commercial embed licenses and free game-jam builds both
start here. Game jams stay free with a credit ("adaptive music by Fenophone") under the
runtime license's jam tier; the waitlist is how
you get the SDK build in your hands.