Frequently Asked Questions

We have gathered the most commonly asked questions regarding us and our products

Elias stands for Elastic Lightweight Integrated Audio System.

Elias is different in many ways, the most important one being that it is solely a Music Engine with the main focus on adaptive music. It is a tool by composers for composers that is designed to make creating game music easier and more intuitive than working with other audio middleware that is designed mainly for SFX but also has certain music functions, such as FMODWwise and Fabric. In other words, Elias is not a replacement for a sound engine, it’s a complement to it. For the composers we have developed a powerful authoring tool: Elias Studio, which helps the composer arrange the game music and also functions as a game simulator so that the composer has control over how the music will flow and function in the game.

Elias is a multi track music system that utilizes the principle of vertical layering, alongside with advanced linear transitions between completely different music. However, each individual track (or stem, if you will) in Elias can have its own settings, which sets it apart from other solutions. A percussion track is a lot different from a melodic track, like a string track for instance, and should be treated in a different way because of the musical properties. There is a difference between short and long sounds, and this means that a drum track would ideally be able to make a transition to the next level quicker than, let’s say, a slow and ambient choir track. Elias also lets you customize settings on specific beat points in the track, which makes it ideal for melodies etc. All settings are stored in “Transition Presets”, which can be called on the fly within the game.

No, far from it. While we’re on the subject of transitions, we have a feature called Stinger specific agility beat points. In essence, it means that you can have tonal stingers for the first time. And that means that you can have stingers that help in the transitions between trigger levels as well as motifs. It’s always been possible to throw in percussion stingers but now you can actually write melodic stingers and you as a composer can decide which one should play depending on what the underlying chord progression is.

Elias is the only (patent pending) adaptive game music engine on the market that uses musical transitions. We deal with beats & bars instead of sample points. It’s the only engine that can make musical transitions without relying on cross fades. The musical AI is constantly growing and new features are added all the time. In short, yes, this has not previously been done.

The “L” in Elias stands for “lightweight”, so the short answer is no, it won’t. Elias typically takes up 3 mb of RAM and the engine itself is less than 500 kb in size. The number of stems that are playing simultaneously will have an impact on processing, of course. A PS4 game could handle more stems at the same time without trouble than an iOS or Android game. The most recent version of Elias is focused on mobile platforms and has support for MIDI.

Elias Engine supports WindowsmacOSAndroidiOS, Linux, PS5, PS4, Nintendo Switch and Xbox One. We are currently working on support for Xbox Series X|S.

Elias Studio supports Windows and MacOS Catalina.

As a composer you will be familiar with the GUI if you have used a DAW before. Elias adapts to you instead of the other way around. The main reason for Elias’ existence is to make a music engine easy to understand and use for composers. Technology can oftentimes be a hindrance to composers, our goal is to be helpful. In other words, you will be able to work in a familiar environment as opposed to working inside the game mechanics like you would with other sound engine software. This also means that as long as Elias is being used for the music, it doesn’t matter which sound engine is being used – you as a composer will never have to bother with other software.

As a programmer, Elias makes everything easier too. Everything you need to implement the engine can be found in the Elias DevKit.

As a sound designer or integrator you will receive the music from the composer in form of a zip-file. Unzipped it will contain all the audio and a “mepro”-file. All you have to do is to import it to your project and start testing the game. All fades, triggers, action presets etc. are done already. It will actually save you as a sound designer huge amounts of time using Elias.

Elias automatically does all the loop handling for you, and you don’t have to know programming per se – however, you will have to know how to change settings in a way you would in a DAW, such as Cubase or Logic, which, we assume you already know how to do. You as a composer have, for the first time, complete control over your music and will be able to hear how the music functions within the game before actually playing it.

An adaptive game soundtrack from Elias enables your game to create a fully individualized music experience for your players. The music is conducted live based on various triggers in the game.

An adaptive game soundtrack in the Elias store consists of:

  • An Elias Project with one or more themes
  • All audio that connects to the themes

EULA for ready-to-use soundtracks can be found here.

Elias is not made to be a sound FX engine. Because of the AI, it will never be latency free. The small latency value is no problem for music but if you want it to trigger a gunshot for instance, it will be too slow. Elias is designed to work as a complement to sound engines such as FMOD, Wwise and Fabric. For sound effects that do not need low latency, such as soundscapes and ambience, Elias works really well.

All third party sound library licenses are handled by Elias. All sample packs are cleared for use in games with no additional costs aside from the Elias Engine license. See the EULA for more information.

We currently have plugins for Unreal Engine and Unity3D that are continuously updated. For other engines you’ll have to build your own integration using the Elias SDK. Plugins and SDK are available in the Elias Devkit.

Elias works really well together with other sound engines. Integration examples for FMOD and Wwise can be found here.

In order to get access to the necessary files to facilitate Elias integration on Ps5, PS4, XBox One, Xbox Series X|S and Nintendo Switch, you need to verify that you are authorized to develop for those platforms. The process is different for all of them and if you need help, just contact us and we’ll point you in the right direction.

There are so many different versions of Linux, so we make builds for specific versions on demand.

This is because the Qt framework we use needs to be updated to handle the latest OSX for the studio, the engine itself will run on older OSX versions.

We are currently working on an update to the Elias Studio that will work with MacOS Big Sur. Until we have that ready we suggest you to stay with Mac OS Catalina for a while longer.

It can be hard to pinpoint the specific cause as it can be many different things, but start with testing using higher buffer sizes, as well as a larger total cache size. One common cause can be that the disk is getting accessed by code from too many sources, in which case you can try and pre-load the files used by Elias.

  • Check if you are playing level 0 (with the level slider at 100% left). This is a silent level that can come in handy in many different situations, for example when you want all loop tracks to go quiet.
  • Make sure you have selected the correct output device in studio settings. (In the Edit menu or cog wheel icon in the toolbar). Changing output device requires a restart of the studio.
  • Make sure that you have not accidentally muted/soloed the wrong track. You’ll find the solo and mute on both the tracks themselves in the Loop and Stinger track views and on each bus in the mixer.
  • Are you using the Level selection strategy “Exact” and playing a level with no files in any of the tracks slots?
  • If you use MIDI make sure you have selected both the correct generator and MIDI channel on that loop track.
  • Double check that you are working in the loop track view and not in the stinger track view and have only created stringer tracks so far.
  • Make sure that the audio files you use have the same sample rate that your current sample rate settings in the Elias Studio. You find these settings in Studio Settings. This is especially noticeable when using segments where things can go out of sync quickly if the sample rate mismatch.
  • Make sure you use the correct number of bars and the right tempo in Theme Settings. It should be the same as what you used in your DAW.
  • When rendering your audio files you should always render a couple of bars extra so it does not cut the reverb tail. Elias will look at the number of specified bars you have set and loop at that point but will not stop playing the audio file, so the reverb tail will nicely be added at the beginning of the loop.
  • The same applies to the case where you build a loop with segments; each segment should include the reverb tails to prevent abrupt cuts in the audio playback.
  • If the loop isn’t perfect and either overlaps or have a gap at the end, double check your sample rate settings in the studio so it matches the sample rate you rendered your files in.
  • You can also check so you have specified the length of the loop with the correct number of bars and have excluded the extra reverb tail at the end in your calculations. Make sure that the number of bars specified matches the number of bars your loop is in your DAW.
  • Check so the set BPM in your theme is the same as what you use in your DAW. If there is just a small mismatch it could almost sound perfect but still a bit offset.
  • Double check so you use the same time signature in theme settings as what you are using in your DAW.
  • Currently the theme needs to stay in one tempo and signature and the length of the loop is the same on every level in your theme, so make sure that you don’t use variable tempo or time signature changes in your DAW during your loop. You can achieve this by making some cleaver calculations in some cases and then use custom beat points for you agility settings, but this can fast get complicated.
  • If you hear overlapping in your loops make sure that you have not made a full loop longer than what is specified in the theme settings. This also goes for segments, so don’t make them shorter than the actual render, because Elias will treat that as a tail and overlap it with what is coming next in the loop.

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