Developer & Creator

A framework for next-generation musical experiences in games

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Note-by-note generative music system

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Extensive musical callbacks through automatic musical analysis

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Preview, licence and deploy rights cleared music

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Enable music personalisation for gamers

A truly interactive music engine

Music can be modulated and procedurally created note by note in real time. And live generative music means every musical parameter can be controlled. It also allows a gamer to bring in recorded tracks with game, stingers and live generative background music all adapting to it in real-time, while the master stays intact – no derivative work is created. This will open up music personalisation and in-game purchase.

Generative music is a faster and more efficient method to create and prototype music.

With our proprietary music analysis pipeline you can easily scale up without any extra work. Have your game respond to beats, bars, chords, scales, sections etc or anything you chose….switch songs and the game will adapt. In realtime

reactional music tool for music in games screenshot on laptop

Interactive music ready for your game

Choose your music

Pick and choose from an extensive library of both commercial and production music, all rights cleared and suitable for any game.

Map music to game events

All music is pre-rigged with data easily mapped to game parameters. 

Output and publish

Customise for your project and output to any game audio system.

Complex music – simple API

We have designed our API to be as simple and straightforward as possible to facilitate rapid prototyping and good spirits and everything just works.

Written in C, the core technology is highly portable, rendering its output as an audio buffer, which can then be piped into any audio system. 

  • Unity plug-in with an easy-to-use C# API
  • Unreal plug-in with an easy-to-use Blueprint API

For every action there is a musical reaction

Reactional allows for two way communication between the game and the interactive music. Trigger musical transformations with any game parameter. Use any musical callback to control game logic. Make your worlds come alive and dance to the music!

Workflow that keeps you in the flow

A huge downside of the old ways of composing music for games is the time and effort spent on exporting loops and stems, only to have to import everything and set it up once again for your game.

And what happens if you need to make a change to the music? Then that has to happen all over again.

Reactional strives to minimize the friction between technology and creativity. Simply drop your DAW project into our tool and have it automatically convert into a Reactional format. Test in game within minutes. Any changes to the original project will carry over to the game without any manual labour.

coding on keyboard

Hitting all the (right) notes

We believe that the technological advancements of video game music has stagnated. For decades people have tried to come up with clever ways to sequence loops and stems.

Instead we have built a middleware that generates music note-by-note with in-game virtual instruments. This means that at any moment, the music can truly react to what is happening on the screen.

Change key and scale, tempo, instrumentation; interpolate, modulate, improvise, randomize. Your imagination is the limit.

compatibility logos, unity, fmod, unreal, wwise, ios, android etc

FAQ

How is this different from other middleware?

Middleware today mainly deal with sequencing and layering of loops and stems that loop. Any devation from the main loop requires another snippet composed and another set of audio files. Reactional on the other hand is designed for note-per-note playback, with virtual instruments generating the audio.

This means that a composer can compose as they normally would, but then design interactivity on top of the music, and having that change keys, scales, tempo, instrumentation and more.

With Reactional you only need to compose a musical stinger once for a specific use case, and it can later play back in any scale or intensity or variation you see fit.

How can an interactive system like this work with commercial music tracks?

When playing a linear audio track, such as a commercial track, alongside the interactive music system, the generated music adapts and locks to the tempo and harmonic structure of the linear track. All thanks to our automated music analysis process.

How would music personalisation work in a live game?

If the game has Reactional integrated, we offer the opportunity for developer to sell in game music packs. This is a simple way to sonically re-skin a game; or procedurally add new gameplay if designing a music game. This also opens up a completely new revenue stream. Proceedings are split between the developer, Reactional and of course the music rights holders.

Apply for Beta now