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.

Most small teams have no audio person. Sound arrives last, from a free pack, and plays the same file every time.
Web games have raw Web Audio or playback libraries. Middleware is heavy, and it barely reaches the browser.
Coding agents write gameplay well. For audio they load a file and call play, because there is nothing better for them to build with.
Adaptive music needs a composer, layered stems and transition logic, so most games ship one track on repeat.
Maru was designed for agents first: typed controls, tested components and guides written for them to read.
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“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.
Speed, impact, threat. Those names are the contract between your code and the sound, so the agent wires them like any other parameter.
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 Studio60 named effects, granular textures, physical resonators and room acoustics. The tools of a well-funded audio team, inside a browser 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-theory tools for notes, chords, rhythm and seeded generators keep generated music coherent. The same seed plays the same take.
Explore SymbolicWhere 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.
You don't start from a blank file. Instruments, effects and musical tools from other creators are ready for your agent to remix.
Fork a module and adapt it to your mechanic. The Maru Remix License keeps credit with everyone in the lineage.
Browse modulesYour agent assembles sound from components that already work, so it spends its effort on your game instead of on DSP.
Publish the sounds you make for your game. Other developers can build on them, with credit kept.
Open one, move a control and hear what a game would change.
Resonant Objects: where and how hard you strike changes the tone. For impacts, props and weapons.
Open Resonant ObjectsRoom and Receiver: move a source and listener and the reflections follow. For interiors and footsteps.
Open Room and ReceiverAdaptive Score: health, proximity and threat reshape the score. For combat and exploration.
Open Adaptive ScorePhysics Playground: every contact is synthesized and panned by position. For physics toys and puzzles.
Open Physics PlaygroundTry an interactive sound idea in the browser before anyone commits engine time to it.
For larger productions, Maru adds sound design and generative systems next to your middleware. It does not replace it.
A vehicle engine, a creature voice, an adaptive score: we can build it with your team.
Discuss your game audioWeb: 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 integrationsFAQ
Tell us the scene, the engine and the gameplay values you can send.