ScoreBraid / Product overview

ScoreBraid features

Editing, sound design and interactive playback in one score. Browse the tools, see the actual editors, and check what stays controllable when the project reaches Unreal.

27 feature summaries16 editor viewsWindows app + Unreal plugin

Search feature descriptions and common terms, including controller, keyboard, buses, sends and recording. Category filters still apply.

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Showing all 27 features

Musical structure

5 features
MUSICAL STRUCTURE

Scenes and scene mixes

Define a musical state with its own region, track selection, levels, pan and switch timing.

  • Choose the tracks that participate in each scene.
  • Set switch boundaries and crossfades.
  • Request named scenes from game logic.
Scope and export notes

Scene isolation is a separate editing view. Scene playback and isolated editing are not the same operation.

MUSICAL STRUCTURE

Conditional and nested loops

Set repeat rules for regions inside a scene, independently of the scene mix.

  • Repeat for a fixed pass count or while a boolean is true.
  • Use start and exit conditions.
  • Finish the current pass before following a changed exit condition.
Scope and export notes

The supplied inspector shows the available condition controls. Its example has no game parameter assigned.

MUSICAL STRUCTURE

Part layers

Organise additional parts into named layers and choose how they become active.

  • Configure random activation at loop starts.
  • Set the layer’s weight or chance.
  • Require a minimum loop length before activation.
Scope and export notes

The panel identifies activation in the app and Unreal. These are musical variation layers, not the recorded takes used when comparing performances.

MUSICAL STRUCTURE

Transition compositions

Write a separate one-shot composition to connect two scenes rather than relying only on a crossfade.

  • Assign the composition to a scene-to-scene route.
  • Position the transition point that starts the destination.
  • Use variation-specific mix and ducking settings.
Scope and export notes

A transition point is the handoff to the destination scene. A stinger’s impact point instead aligns an accent over the running score.

MUSICAL STRUCTURE

Stinger variations and ducking

Trigger a short musical event over the score, with an authored impact point and variation settings.

  • Align a hit to a beat or bar.
  • Choose a variation or use random selection without immediate repeats.
  • Learn a per-variation attenuation curve, including release and reverb tails.
Scope and export notes

Relearn a ducking profile after changing the sound. The curve is prepared ahead of time, not inferred afresh from gameplay on every trigger.

Editing & workflow

9 features
EDITING & WORKFLOW

Arrangement and MIDI editing

Arrange WAV and MIDI parts on a musical timeline, then edit notes and velocity in the docked piano roll.

  • Move, trim, repeat and duplicate parts.
  • Use straight, triplet or dotted note divisions.
  • Apply quantisation and swing when you choose.
Scope and export notes

Recording quantisation and piano-roll editing settings are separate. Quantisation is an explicit musical edit, not an automatic change to every imported performance.

EDITING & WORKFLOW

Audio Clip editor

Edit a selected waveform inside the project instead of moving to a separate audio-editing application.

  • Cut, trim, reverse, normalise or add silence.
  • Adjust gain, fades and a drawn volume curve.
  • Audition a selected range and use local undo.
Scope and export notes

The docked editor writes new WAV versions while preserving the original media. Drawn clip-gain curves are committed to the audio; they are distinct from parameter-automation lanes.

EDITING & WORKFLOW

MIDI controllers and live input

Connect a MIDI controller or keyboard and play instruments directly inside ScoreBraid. You can audition a sound without recording a take.

  • Choose the controller in MIDI Input and enable track monitoring.
  • Play Sonic, the sampler or a supported VST3 instrument from the keyboard.
  • Arm a MIDI track when you want to record the performance as editable notes.
Scope and export notes

The device must be available to ScoreBraid on Windows. Live MIDI input, recording arm and hardware control mapping are separate settings. Sonic MIDI Learn is described separately; controller input does not imply universal control-surface support.

EDITING & WORKFLOW

MIDI recording

Record a MIDI keyboard or controller performance directly into armed tracks, then edit the notes and velocity in the piano roll.

  • Use a count-in and choose MIDI overdub or replace.
  • Set record quantisation, grid division and swing.
  • Review recorded passes and revise the arrangement after recording.
Scope and export notes

MIDI overdub, replace, record quantisation and swing affect MIDI, not recorded audio. Monitoring and recording arm are independent. A recorded performance is separate from the Part Layers activation rules.

EDITING & WORKFLOW

Audio recording

Record audio directly into ScoreBraid from a supported recording input. Capture a microphone or other audio source as WAV clips in the arrangement.

  • Enable a recording input in Audio Configuration and assign it to an audio track.
  • Arm the track and record from the transport. Finished takes appear at the recording position.
  • Record multiple audio tracks together, including sessions with armed MIDI tracks.
Scope and export notes

Audio takes are additive. MIDI overdub/replace settings do not replace an audio take. The documented capture path uses Windows WASAPI recording endpoints; ASIO output support does not imply direct ASIO input capture. Available inputs depend on the device, driver and app build.

EDITING & WORKFLOW

Input monitoring and recording levels

Hear a live audio input through the track mixer and effects, and check its input level before or during recording.

  • Enable input monitoring separately from the track record-arm button.
  • Adjust input gain and watch the input peak meter.
  • Monitor a source without recording it, or record without software monitoring.
Scope and export notes

Input gain affects the live monitored signal and newly recorded samples, not existing clips. Monitoring latency depends on the device, buffer and processing. Enabling monitoring and recording at the same time is optional, not required.

EDITING & WORKFLOW

Scene isolation

Focus the editor on one scene’s parts and mix, then return to the full arrangement.

  • Select the scene you want to work on.
  • Inspect its arrangement at a useful zoom.
  • Keep the scene context visible while editing.
Scope and export notes

This is a focused authoring view, not an additional scene-launching mode. The supplied capture shows an isolated scene in the demo project.

EDITING & WORKFLOW

Asset browsing and auditioning

Find project and shared material, preview it, and bring it into the score.

  • Browse project, shared and instrument sources.
  • Search and filter the asset library.
  • Audition a sound before placing it.
Scope and export notes

Library audition is a desktop authoring workflow. It is separate from the musical states and parameters the Unreal project receives.

EDITING & WORKFLOW

DAW project, MIDI and audio import

Continue a composition from your DAW, or bring in MIDI files and WAV stems. Keep using the import route supported by your source project and beta build.

  • Import supported project data, including REAPER projects and compatible DAWproject exports.
  • Use Standard MIDI files for editable notes, then assign instruments in ScoreBraid.
  • Use WAV stems to retain the sound rendered in your DAW.
Scope and export notes

Project import does not guarantee a complete session clone. Instrument formats, presets, routing, effects and automation may need review. MIDI files do not include the original instrument sound. Check compatibility for the release you use.

Instruments & effects

7 features
INSTRUMENTS & EFFECTS

Sonic synth and macros

Create a synth patch in ScoreBraid and retain supported sound controls in Unreal.

  • Shape oscillators, envelopes, filtering and modulation.
  • Map several controls to named macros.
  • Use game bindings and Sonic MIDI Learn for suitable controls.
Scope and export notes

Saved Sonic presets carry macro values, names and mappings. A game binding and a hardware MIDI mapping serve different purposes; do not assume every sampler control has MIDI Learn.

INSTRUMENTS & EFFECTS

Sampler mapping and playback

Build drum kits and playable instruments from samples, then use their supported controls in Unreal.

  • Set key ranges, velocity ranges and root notes.
  • Choose one-shot, note-held or sustain-loop playback.
  • Use choke groups, per-zone controls and effects sends.
Scope and export notes

The documented sampler loads sample data into memory. Its Tape speed control changes pitch and duration together. It is not the pitch-preserving WAV time-stretch path.

INSTRUMENTS & EFFECTS

Track effects and inserts

Add effects to audio and instrument tracks. Use an insert to process the track signal in sequence, with a wet/dry blend for each effect.

  • Choose built-in reverbs or a supported VST3 audio effect.
  • Reorder inserts and enable or bypass individual effects.
  • Use local send effects or a shared bus when you want parallel processing.
Scope and export notes

Built-in reverbs and their supported game bindings can remain live in Unreal. VST3 processing follows the render/freeze export path. Track inserts and auxiliary sends are distinct routes; not every master-rack option matches a regular track.

INSTRUMENTS & EFFECTS

Buses and shared effects returns

Use buses to group processing and share an effects return between tracks. A bus has its own level, pan, mute, solo, meters and effect chain.

  • Create a bus and add its effects with FX.
  • Use the mixer output selector for a track destination, or use Sends for a parallel contribution.
  • Adjust each source track’s send level and the return bus’s mix separately.
Scope and export notes

The documented auxiliary-send path takes a post-fader copy while the source keeps its dry path to the master. Bus-to-bus sends are disabled. Built-in bus effects can remain live in Unreal; a bus using VST3 effects is rendered as a separate return WAV.

INSTRUMENTS & EFFECTS

Send effects

Use send effects for parallel processing rather than placing every effect in the main signal path. Track-local sends and shared auxiliary buses serve different purposes.

  • Set an effect to Send to create a local parallel, pre-insert return. Wet controls its return level.
  • Use a track’s Sends controls to feed a shared effects bus at an adjustable level.
  • Share a reverb return across several tracks while keeping separate dry signals.
Scope and export notes

A local effect send stays on its source track. An auxiliary send feeds a separate bus and is post-fader in the documented routing. For a VST3 reverb or delay used as a send, its own mix should be fully wet. VST3 effects are rendered for Unreal, not hosted as runtime plug-ins.

INSTRUMENTS & EFFECTS

VST3 audio effects and export

Use supported VST3 audio effects while authoring. ScoreBraid prepares their processed audio when you export the score for Unreal.

  • Use the shared plug-in catalog to select instruments or audio effects.
  • An enabled VST3 effect on a track freezes that track’s processing into audio in the bundle.
  • A bus containing VST3 processing exports as a separate effects-return WAV.
Scope and export notes

The editable authoring project is retained. Frozen tracks have restrictions on live bindings and per-part scene states. Third-party VST3 effects do not run inside Unreal; external sidechains and VST2 effects are not supported by the documented effect path. Long or infinite effect tails still need listening checks.

INSTRUMENTS & EFFECTS

VST3 authoring and render reuse

Compose with supported VST3 instruments, then let ScoreBraid prepare their audio for Unreal.

  • Keep MIDI and instrument settings editable in the source project.
  • Render the parts required by the export.
  • Reuse matching material rather than creating duplicate audio files.
Scope and export notes

Reuse requires matching MIDI and sound-affecting state, not simply the same notes. Third-party VST3 instruments and effects do not run as plug-ins inside Unreal.

Tempo & parameters

4 features
TEMPO & PARAMETERS

Tempo maps and WAV pitch

Author tempo changes across the arrangement and control musical tempo from a game value.

  • Use stepped, linear, smooth or curved tempo segments.
  • Scale the authored tempo map through a game-tempo binding.
  • Set original WAV BPM, pitch and fine tuning separately.
Scope and export notes

Pitch-preserving WAV behaviour requires a supporting plugin and playback mode. Large stretch ratios need listening checks. The screenshot shows multiple BPM points with rising and falling tempo segments.

TEMPO & PARAMETERS

Parameter automation

Draw control changes over musical time or record supported parameter movements.

  • Use Read, Touch, Latch or Write.
  • Create lanes for supported instrument, effect and mixer controls.
  • Enable or arm individual lanes.
Scope and export notes

Built-in synth, sampler and reverb automation can remain live in Unreal. VST3 and general track/send/filter automation follow the documented render path. Automation is not a universal registry for all controls, and its export restrictions still apply.

TEMPO & PARAMETERS

Game bindings and response curves

Map named game values to the musical controls they should affect.

  • Set input and output ranges, including reversed ranges.
  • Choose a linear, eased or custom response curve.
  • Audition supported responses in Parameter preview.
Scope and export notes

Preview availability depends on the target. The binding notes identify tempo and custom MetaSound controls as requiring Unreal for auditioning. Live response-curve edits need a supporting plugin version.

TEMPO & PARAMETERS

MIDI Learn and controller mapping

Map a physical controller knob to a Sonic synth control or macro. Use hardware controls while you audition and shape the sound.

  • Choose MIDI Learn on a Sonic knob, then move the controller to assign its MIDI CC.
  • Review, replace or remove saved CC assignments.
  • Keep hardware MIDI mappings distinct from game-parameter bindings.
Scope and export notes

The documented Sonic mapping system accepts absolute 7-bit MIDI CC messages and saves assignments for the Windows user. Relative encoders and paired 14-bit CC messages are not included in that mapping path. Sampler MIDI Learn is not documented as available; its gameplay bindings are a separate feature.

Unreal integration

2 features
UNREAL INTEGRATION

Unreal bundle and game controls

Export a .scorebraidbundle and import the score and media through the Unreal plugin.

  • Keep the editable .scorebraid as the composition source.
  • Connect cues, scenes, loops and parameters to game logic.
  • Play built-in instruments and rendered VST parts through Unreal audio.
Scope and export notes

The plugin and music assets still need to be packaged. Runtime cost depends on voices, processing, media and hardware. Test the score in the game; desktop screenshots are not runtime performance measurements.

Inside ScoreBraid

Product screenshots

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

Closed beta / Limited places

Test the app
and Unreal plugin

Apply with your project and workflow details. Selected testers receive access to the app and plugin.

ScoreBraid screenshots