For game developers

Studio-quality game audio. Your agent wires it in.

Connect your coding agent to Maru and ask for the sound a moment needs. It builds sound and music that react to your game from tested effects and community modules. It runs in the browser today, so web and indie games get the audio stack they never had.

Audio is where small games fall short.

No one owns the sound

Most small teams have no audio person. Sound arrives last, from a free pack, and plays the same file every time.

Nothing between a WAV and Wwise

Web games have raw Web Audio or playback libraries. Middleware is heavy, and it barely reaches the browser.

Your agent stops at play()

Coding agents write gameplay well. For audio they load a file and call play, because there is nothing better for them to build with.

One loop for the whole game

Adaptive music needs a composer, layered stems and transition logic, so most games ship one track on repeat.

How it works with your agent.

Maru was designed for agents first: typed controls, tested components and guides written for them to read.

  1. Connect your agent

    Add Maru to Claude Code, Codex, Cursor or another assistant. It gets the guides, the community modules and the tools to build with them.

    Read the docs
  2. Describe the moment

    “A metal door that groans more the faster it opens.” The agent builds the instrument or effect and hands you editable source, not a fixed audio file.

  3. Name what the game sends

    Speed, impact, threat. Those names are the contract between your code and the sound, so the agent wires them like any other parameter.

  4. Ship it in your web game

    Host the module in your web app with the module player, in React or plain JavaScript. Keep refining it in Studio as the game grows.

    Open Studio

What your game gets.

Pro sound in a small game

60 named effects, granular textures, physical resonators and room acoustics. The tools of a well-funded audio team, inside a browser game.

Sound that plays the game

Impact, speed, distance and game state shape every sound as it plays. Variety comes from your inputs, not from a folder of variations to download.

Music that stays in key

Music-theory tools for notes, chords, rhythm and seeded generators keep generated music coherent. The same seed plays the same take.

Explore Symbolic

Design in your DAW too

Where a product ships as a VST3, CLAP or AU plugin, the same sound runs in your DAW, so sound designers tune it in the tools they know.

Start from what the community built.

You don't start from a blank file. Instruments, effects and musical tools from other creators are ready for your agent to remix.

Remix, don't rebuild

Fork a module and adapt it to your mechanic. The Maru Remix License keeps credit with everyone in the lineage.

Browse modules

Tested building blocks

Your agent assembles sound from components that already work, so it spends its effort on your game instead of on DSP.

Give back

Publish the sounds you make for your game. Other developers can build on them, with credit kept.

Four mechanics, turned into sound.

Open one, move a control and hear what a game would change.

Collisions into resonance

Resonant Objects: where and how hard you strike changes the tone. For impacts, props and weapons.

Open Resonant Objects

Position into acoustics

Room and Receiver: move a source and listener and the reflections follow. For interiors and footsteps.

Open Room and Receiver

Game state into music

Adaptive Score: health, proximity and threat reshape the score. For combat and exploration.

Open Adaptive Score

Physics into sound

Physics Playground: every contact is synthesized and panned by position. For physics toys and puzzles.

Open Physics Playground

For audio teams too.

Prototype in an afternoon

Try an interactive sound idea in the browser before anyone commits engine time to it.

Alongside Wwise or FMOD

For larger productions, Maru adds sound design and generative systems next to your middleware. It does not replace it.

Signature systems with us

A vehicle engine, a creature voice, an adaptive score: we can build it with your team.

Discuss your game audio

What works today.

Web: host modules in a web game or app with the module player, build them with your agent, and refine them in Studio, which is in early access.

Engines: Unity FX and Unreal FX are experimental previews that bring Maru effects into those engines, for macOS on Apple silicon. Fuller engine support for instruments and adaptive music is in development.

Not covered: voice virtualization, HRTF and occlusion, mix snapshots and consoles.

Current integrations

FAQ

Questions

Which moment in your game should sound alive?

Tell us the scene, the engine and the gameplay values you can send.

Discuss your game audio