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.