For the composer or team making the music
Splizebra
$35 once
The editor, with the Unity, Unreal and Godot plugins included.
Splizebra
Manic Trash Panda Software Labs
Adaptive soundtrack editor · Windows · in development
Splizebra splits a finished track into sections a game can switch between on the beat. Mark them by ear, test every join, and export the samples with an index your game reads.
How it plays
Your game only names the state it wants. The change waits for the next bar it can make; the outgoing section fades while the incoming one starts early, by its headstart, so the two meet on the beat. Press a state while it plays.
A silent sketch at 89.10 BPM, the tempo of the track in the screenshots. In the app you audition this in Loop adjustment, with Game sequence and Live state switch. In a game, the planned engine plugins do it from the export.
The outgoing section owns the fade. The incoming section owns the headstart: audio from before its marked beat, taken from the source track. With a one-bar fade and a one-bar headstart, both begin a bar early and meet on the beat.
A headstart needs audio before the section, so the first section of a track has none to give. The export records what you asked for and what the source allowed.
Inside the app
Set the beat grid, press Track, and click the waveform each time a new part starts. Each click closes a section at the audible playhead, snapped to the grid, so you listen instead of chasing the cursor. Then give every section a name, a state and a role.
Hear the sections the way a game will use them: as a generated arrangement, as one join on repeat, or as a change requested in the middle of a bar.
One section at a time, without touching the source audio. Every edit here reaches the previews and the exported samples.
Files
project.szb
The editable project. Open it again whenever the music changes.
export.zip
What the game loads.
Output keeps the source's sample rate, channels and format unless you change them, with dither when you reduce bit depth. Before writing, Splizebra checks for unfinished sections and timing problems. The ZIP is samples plus playback instructions: the planned plugins read it for you, and without them your own audio code schedules the samples from index.json.
Planned release
For the composer or team making the music
$35 once
The editor, with the Unity, Unreal and Godot plugins included.
For a developer receiving someone's export
$5 per engine
Load a composer's Splizebra export in Unity, Unreal or Godot without buying the editor.
These are plans for the full release. Nothing is on sale yet and the plugins are still being written. index.json stays readable for teams that would rather write their own player.
Manual
The same articles F1 opens inside the app, in English and Spanish.