Shinkori

Wwise · FMOD · proprietary

Adaptive game audio built for middleware

Shinkori delivers stem-ready scores — vertical layers, loop points and naming your audio team can drop into Wwise, FMOD or a proprietary engine without re-export chaos.

From linear cues to systems that react

Adaptive audio is how games breathe: intensity tiers in combat, exploration beds that don’t fatigue, dungeon states that escalate, and boss phases that switch without a hard cut. Shinkori writes for those systems from the first mock — not as an afterthought after a stereo bounce.

Deliverables studios ask for

  • Stem splits (drums, low, mid, high, FX) for vertical mixing
  • Loop-ready masters with clean tails and consistent loudness
  • Alt mixes and intensity variants for encounter design
  • Integration notes for Wwise / FMOD switchers and playlists
  • Folder structure and file naming aligned to your pipeline

Where it shows up in-game

Hub loops, overworld exploration, instanced dungeons, PvP arenas, fast-paced action RPG combat and multi-phase raid bosses — the same environment set you can blend on the Shinkori homepage mixer.