Every
Frequency
Architecture
Bespoke sound design for games that know the difference. Wwise · FMOD · Unity Native.
The Mix
Builds
From ambient pianissimo to fortissimo impact — each card is a scene. Tap any project to hear the full story.
Rain System — Layered Biome
Footstep Matrix — Open World

Sci-Fi UI Feedback Suite

Creature Vocalization Pack

Weapon Impact System

Pixel Art Coin + Pickup Suite
Dynamic Music — Adaptive Layers

Spell Impact Cascade

Environmental Ambience — Dungeon

Death + Respawn Sequence

Boss Encounter — Orchestral Hybrid

Narrative Sting Pack
Your Pipeline,
Our Fluency
Adaptive Audio Trees
Full Wwise project builds: event architecture, RTPC mapping, state machines, and mix hierarchies. Delivered as a turnkey project file or integrated directly into your pipeline.
- Event architecture design
- RTPC & game sync mapping
- State machine logic
- Mix hierarchy & bus routing
- Profiling & optimization
Dynamic Mix Systems
FMOD Studio event design with parameter-driven layering, snapshot systems, and real-time mix logic. From a single sound effect to an entire adaptive score.
- Parameter sheet design
- Snapshot & ducking logic
- Multi-layer event architecture
- Unity & Unreal integration
- Performance budgeting
Native Audio Integration
Unity AudioMixer builds, AudioSource scripting, and spatial audio configuration. Perfect for solo devs who need production-quality audio without a middleware budget.
- AudioMixer zone design
- Spatial audio configuration
- Scripted audio managers
- Reverb zone fingerprinting
- Asset optimization
From Brief to Final Mix
Brief + Reference
Share your world, your engine, and 3 reference tracks. We listen before we design.
Free 30-Sec Demo
We deliver a concept demo for one key scene — no charge, no obligation, just proof.
Full Production
Iterative delivery in sprints aligned to your milestone schedule. Slack or email.
Integration + QA
We integrate, test in-engine, and sign off on the mix. Your pipeline, our problem.
Studios That
Trusted Their Ears
We had three weeks to ship and zero audio. Pulse delivered a complete Wwise project — events, RTPCs, mix hierarchy — in 11 days. It passed first-party review on the first submission.
I'd been using free SFX packs since prototype. Pulse took one reference call, built a 30-second demo overnight, and I knew immediately. The game finally sounds like itself.
Our FMOD pipeline had a critical gap four months before gold. Pulse integrated seamlessly with our existing architecture and filled it without touching a single line we'd already shipped.