Nebunook demo Back to case study

Spatial audio engine / 01

Sound, with a sense of place.

A spatial audio engine for games and immersive media. Shape distance, direction, and atmosphere in realtime - then carry the same acoustic world from authoring to runtime.

Enter the listening field

The acoustic layer / 02

One sonic world, from prototype to runtime.

Echoform turns spatial behavior into a responsive creative surface, so sound teams can author by feel while engineering keeps deterministic control.

128 Realtime spatial voices
< 12 ms Motion-to-audio latency
6 Runtime targets

Built for immersion / 03

Precise in motion.Natural at rest.

01

Hear the scene

Objects, rooms, and movement become one coherent listening field instead of disconnected effects.

02

Author by feel

Visual controls make distance, occlusion, and ambience tangible without hiding technical precision.

03

Ship the same world

A shared acoustic model moves from desktop preview to every supported runtime without a creative reset.

Compose beyond the screen / 04

Give every worlda voice of its own.

Start a project

A fictional product concept showing how the shared landing-page system adapts to a new brand, story, and realtime shader.