Closed beta · Limited places

Interactive music
for Unreal Engine

A Windows music-authoring app
and an Unreal Engine plugin.

Arrange MIDI and audio, compose with VST3 instruments, and define how the score responds to gameplay. ScoreBraid’s synth and sampler run in Unreal with runtime controls. VST3 parts are rendered to audio during export.

Windows authoring + Unreal plugin · Closed beta · MIDI + audio + VST3

Check your DAW
ScoreBraid
ScorebraidDemo / Slums
ScoreBraid arrangement showing audio and MIDI parts, musical regions, and a mixer Watch the trailer

Audio and MIDI parts, musical regions, and mixer controls.

Composition → gameplayCompose in ScoreBraid. Control playback in Unreal.
Editable MIDI and VST3 parts
Automatic audio rendering
Runtime instrument controls
Closed beta for app + plugin

01 / Synth and sampler

Synth and sampler
with runtime control

Sonic and the sampler remain playable in Unreal rather than being exported as fixed recordings. Use automation and named game parameters to adjust their supported controls during playback.

Sonic / Built-in synthesizerPlayable in Unreal

Control synth parameters
during gameplay

Create a patch with oscillators, envelopes, filters and modulation. Map several controls to named Sonic macros, then use game bindings or MIDI Learn. Presets retain the macro setup alongside the sound.

OscillatorsEnvelopesFiltersRuntime control
Sampler / Built-in samplingPlayable in Unreal

Sample-based instruments
and percussion

Build drum kits and instruments with key and velocity ranges, one-shot or sustain-loop playback, and choke groups. Edit per-zone settings and effects sends, then use the sampler’s supported controls in Unreal.

Sample mappingLoopsPerformanceRuntime control
Your VST instrumentsReusable audio in Unreal
Built-in synth + samplerPlayable instruments in Unreal

Rendered VST3 audio and the built-in instruments can be used together.

Interactive music controls

Scenes, loops
and music controls

Define which tracks play, when the music changes, and how it responds to game events. Preview the behaviour in ScoreBraid before testing it in Unreal.

01 / STRUCTURE

Scenes and
nested loops

Set active tracks, volume and pan for each scene. Add nested loops that repeat a fixed number of times or while a game condition is true. When the condition changes, a loop can finish its current pass before continuing.

02 / TRANSITIONS & STINGERS

Transitions
and stingers

Write transitions between scenes and trigger short musical events, called stingers, over the score. Align variation impact points to the beat. Random variation selection can avoid immediate repeats.

03 / DUCKING

Ducking for
transitions and stingers

Reduce the background music during a transition or stinger. ScoreBraid can learn a ducking curve for each variation, including release and reverb tails. Adjust the depth and use the curve at runtime.

Per-variation profilesAdjustable depthTail-aware rendering
Learned ducking curve from the current demo.
04 / AUTOMATION & BINDINGS

Automation
and game parameters

Draw automation for track gain, pan and instrument controls. Bind named float or boolean parameters to mix settings, scene changes and loop conditions. Choose whether game-driven values override or combine with the authored mix.

Gain & pan automationGame bindingsSonic macros
The demo’s existing automation lanes.
Recording modes and export behaviour ↗
05 / LIVE UNREAL LINK

Edit the score
while Unreal is running

Pair ScoreBraid with a running Unreal game to hear supported edits as you make them. Adjust gain and pan, edit MIDI in existing Sonic and sampler parts, and change Sonic settings. The playhead follows Unreal playback.

Pair with UnrealLive mix & note editingIn-game auditioning

Live linking covers these performance edits. Structural changes, sample replacements and VST changes require a new export and reimport.

The closed beta includes the Windows app and Unreal plugin.

Apply for the closed beta

Editing and variation

Part layers, tempo
and editing tools

Add variation at loop boundaries. Edit tempo, automation and audio inside the same project. The feature overview explains what remains controllable in Unreal and what is rendered during export.

PART LAYERS

Set when a layer plays

Group additional parts into named layers. Configure random activation at loop starts, weight or chance, and a minimum loop length.

Part layers are distinct from recorded takes. Their activation applies in the app and Unreal.

Part-layer details
Part Layers controls in the current demo.
TEMPO & AUTOMATION

Author changes over time

Use tempo steps and ramps, record supported control movements, and map game values to the score. Tempo-synced WAV playback keeps separate pitch controls.

Parameter automation shown in the supplied demo.

02 / Workflow

From your DAW
to Unreal

Continue composing in your existing DAW. Import MIDI, audio or a supported project into ScoreBraid, add interactive behaviour, then export to Unreal.

01Your DAW

Compose and import

Write in your usual DAW. Use a supported project import or export MIDI and audio stems. Review instrument assignments and any settings that did not transfer.

Check your DAW
03Unreal Engine

Export to Unreal

Export a .scorebraidbundle, with VST3 parts rendered automatically. Import it through the Unreal plugin and connect cues, scenes and parameters to game logic.

Import · connect · test

MIDI, audio stems
and supported project imports.

What transfers from my DAW? +

Project import transfers supported musical data and attempts to reconnect compatible instruments. Results depend on the source format, DAW version and installed plug-ins. Check routing, effects and automation after import. MIDI and stems are alternatives when project import is unavailable.

DAW compatibility

Import from
your DAW

MIDI, audio stems and project import.

Most DAWs can export MIDI and audio stems. ScoreBraid also imports REAPER projects. Other project-transfer options depend on the source format and the beta build.

No project import for your DAW?
Use MIDI or audio stems instead.

Check your DAWTransfer options

Which DAW do you use?

Import options

Select a DAW to see import options.

Check MIDI, audio and project-import routes for your DAW. A dedicated project importer is not required to use ScoreBraid.

Project-transfer support varies by beta build, source format and installed plug-ins. The DAW list is not a guarantee of full session conversion.

Manual import

Import MIDI or audio stems

Use MIDI for editable notes, stems for rendered audio, or both.

01 / MIDI import

Import MIDI

Export MIDI from your DAW, import it into ScoreBraid, and assign instruments. You can then edit the notes and set up the score’s interactive behaviour.

MIDI does not include the original plug-in sound. Reassign instruments and recreate settings where needed.
02 / Stem import

Import audio stems

Export WAV stems with a common start point so they stay aligned. Import them into ScoreBraid and use them in scenes, loops and transitions.

Stems retain the rendered sound, not the source MIDI or plug-in settings. They can be used alongside MIDI and the built-in instruments.
Don’t see your DAW?Tell us what you use. We’ll look into supporting it.

Request another DAW

Tell us your DAW, version and the data you need to transfer. We’ll review whether a project importer is feasible.

A request does not guarantee support or a release date. MIDI and audio import remain available.

Kernframe uses this information to assess DAW support and reply if you provide an email. No launch-list subscription. Submissions are stored privately by Kernframe using Google Cloud.

03 / VST3 export

VST3 instruments
with automatic
audio export

Compose with supported VST3 instruments and keep the MIDI and plug-in settings in your ScoreBraid project. Export renders the required parts to audio for Unreal.

Repeated parts with matching MIDI and sound-affecting state share a render. Parts that sound different receive separate renders. You do not need to bounce each part manually.

The source project stays editable after export.
How render reuse worksIllustration
01

Arrange the parts

Editable MIDI + instrument state
AABACB
02

Render unique parts

Reuse matching material
A.wavB.wavC.wav
6 placements. 3 reusable renders.The ScoreBraid project stays editable.

Example only. Reuse requires matching MIDI and all relevant sound-affecting state; it is not a memory-saving benchmark.

04 / Unreal integration

Playback through
Unreal’s audio engine

The ScoreBraid plugin uses MetaSounds and Unreal’s Audio Mixer for playback. The built-in instruments and rendered VST3 parts use the game’s existing audio system.

Use the live link to audition supported mix, MIDI and Sonic edits in the running game. Export and reimport to save the changes into the game’s assets.

No separate audio engine is required. The ScoreBraid plugin and music assets still need to be included in your build.

Runtime architecture
UNREAL ENGINE
01
Your gameplayEvents, states, and parameters
ScoreBraid runtimeCues, instruments, and musical response
MetaSoundsSound generation
Audio MixerRendering & mixing
One runtime audio environmentSimplified architecture
Threading and performance +

Unreal’s Audio Mixer performs DSP generation and mixing on its audio-render thread. Decoding and synthesis also use asynchronous tasks. Gameplay control still requires coordination, so not all ScoreBraid logic runs independently of the game thread.

Use Unreal’s audio, CPU and memory tools to profile the score. Runtime cost and package size depend on active voices, effects, samples, target hardware and the rest of the project.

Inside ScoreBraid

Product screenshots

Browse actual editor views by task. Open a capture to switch between its focused detail and the full application window.

The practical details

Common questions

Import formats, runtime behaviour
and beta access.

Can I get launch news without joining the closed beta?+

Yes. Keep me informed is a separate opt-in list for open-beta and product-release announcements. It does not apply for a closed-beta place. For problems or suggestions, use the feedback form.

Is ScoreBraid replacing my DAW?+

No. Import MIDI, audio stems or a supported project from your DAW, then set up the music’s gameplay behaviour in ScoreBraid. You can also compose in ScoreBraid with supported VST3 instruments, Sonic and the sampler. Check your DAW’s import options.

Will every detail of my DAW session transfer?+

No. Project import transfers supported data and attempts to reconnect compatible instruments. Plug-in formats and availability, routing, processing and automation can require adjustment. Listing a DAW does not mean every instrument or session detail can be recreated.

Can I use ScoreBraid if my DAW has no bridge?+

Yes. Import MIDI and assign instruments, or import rendered audio stems. Both routes let you build an interactive score without a dedicated project importer. See both import routes. You can also request support for your DAW; we’ll look into it.

Do my VST plug-ins run inside Unreal?+

No. Supported VST3 parts stay editable in the ScoreBraid project, then render to reusable audio for Unreal export. ScoreBraid’s built-in synth and sampler follow a different path: they remain playable in Unreal with their supported runtime controls.

How does intelligent rendering avoid duplicates?+

Repeated parts with matching MIDI and sound-affecting state can share a rendered audio asset. Material that needs to sound different receives a different render. This reduces redundant exported audio without flattening your editable source project.

What does the Unreal project receive?+

A .scorebraidbundle containing the playable score and required media. The ScoreBraid plugin imports it as a project asset. Your game logic then plays cues, requests authored musical states, and sets parameters through the integration.

What is the software environment?+

The current beta build targets Windows x64 authoring and Unreal Engine 5.8, with supported VST3 instruments. You can compose in another DAW and import the material. Transfer support varies by release, platform and installed plug-ins. Check your engine version and the DAW lineup before planning the handoff.

ScoreBraid

First cohort / closed beta

Closed beta
for the app and plugin

Apply to test the Windows authoring app and Unreal plugin. Places are limited. Selected testers will receive access so they can try the workflow with their own music and projects.

Windows authoring app
Unreal Engine plugin
DAW transfer + MIDI / stems
Limited spots in the first wave

We’re looking for feedback from composers, sound designers and Unreal developers.

Prefer to wait? Keep me informed

Beta application

Name and email are required. Project and workflow details are optional.

Add your workflow Optional

Limited places. Applying does not guarantee access. Selected testers receive the Windows application and Unreal plugin.

Kernframe uses these details to review your application and contact you about the closed beta. This does not subscribe you to launch updates. Submissions are stored privately by Kernframe using Google Cloud.

Open beta & product launch

Open beta
and release updates

Sign up for an email when the open beta or full release is available. This is separate from the closed-beta application.

Open betaProduct launch

No beta application or testing commitment required.

Keep me informed.

Receive open-beta and product-release announcements.

Your email is used by Kernframe for these announcements. This is not a closed-beta application. Submissions are stored privately by Kernframe using Google Cloud.

ScoreBraid screenshots