for / game audio

the audio plugins shipping inside Steam games.

i built KERN to mix music. then i started shipping games with them. they turned out to do this better than i expected.

working notes from two titles in production: The Bornless (400,000+ wishlists on Steam) and HAM: The Game (#4 trending at launch). built by a music and sound engineer who values the craft.

three plugins. one license key. plus free CHECK.

The Bornless boss fight, KERN audio in the SFX chain The Bornless · boss fight watch on youtube

KERN sfx + dialogue chain on a Steam title with 400,000+ wishlists.

case study / 01

The Bornless.

a horror-action game with 400,000+ wishlists on Steam. KERN plugins are in the SFX pipeline, parts of the music, and the dialogue chain. boss-fight footage was released as a standalone music video.

The Bornless boss fight music video watch on youtube
Ableton Live session for The Bornless: KERN SMOOTH on a tree-creaking SFX bus, sensitivity-shaped resonance curve over the spectral display, with stems labelled forest_ambience_night, raven sounds, dry leaf rustle, wind through leaves, tree creaking.
session shot from The Bornless. KERN SMOOTH on a tree-creaking SFX bus, sensitivity nodes shaping where resonance gets pulled. stems: forest_ambience_night, raven sounds, dry leaf rustle, wind through leaves.

case study / 02

HAM: The Game.

#4 trending on Steam at launch. faster, broader-appeal title, more hits per minute. KERN plugins do impact-cleanup, dialogue body, and dynamic cue control across every sfx layer.

the pipeline

stems, daw, middleware, engine.

the workflow on both titles. nothing exotic. KERN plugins live in the daw stage, where they do the heavy lifting before the audio goes anywhere near the engine.

  1. 01

    .wav stems

    recorded or sourced. 24-bit, project sample rate. each sfx and dialogue line as its own discrete file.

  2. 02

    ableton live

    the mixing room. KERN plugins do their work here on stems and busses. resonance suppression, saturation, stereo placement, dynamic control. nothing gets to wwise until it is clean.

  3. 03

    wwise

    integration. loop points, attenuation curves, 3d positioning, randomisation. subtle edits only. the heavy lifting is already baked into the .wav.

  4. 04

    unreal engine

    runtime. the .wav files trigger from gameplay. spatial audio, occlusion, reverb sends. the audio just works because the assets were correct on the way in.

compatible with

ableton live · logic pro · pro tools · cubase · fl studio · reaper · bitwig  |  wwise · fmod · unreal engine · unreal MetaSounds · unity

KERN plugins ship as VST3 and AU. they run in any modern daw, then export to .wav for your middleware of choice. the chain is the same whether you ship on Steam, console, or mobile.

what i learned shipping games

less is more, before spatial audio gets involved.

the biggest surprise was how much the mono-versus-stereo decision matters before wwise ever sees the file. game audio is going to be played through phone speakers, laptop laptops, surround systems, and binaural headphones. once spatial positioning, attenuation, and 3d are layered on top, anything you did in the daw stops being yours.

the rule i landed on: process for the smallest playback context, then trust the engine to scale up. a tree-creak rendered cleanly in mono survives every device. a stereo-wide bed-of-leaves reduces gracefully to mono. a sfx that depends on hard-panned stereo for impact disappears on a phone speaker.

KERN plugins help with this because they were built for music mixing, where the same constraint already exists. SMOOTH cleans resonance without smearing transients. WIDE adds psychoacoustic width that holds up in mono. CHECK tells you when you have lied to yourself. wwise gets a clean signal and only has to do its actual job.

and the corroborating bit, from elsewhere

  • audiokinetic's own tutorials emphasise rendering pre-baked stems with conservative width: stereo files in wwise are still played back through a single positioning system, so the engine cannot distinguish your "wide" intent from "noisy".
  • several game-audio tutorials covering ableton-to-wwise pipelines arrive at the same recipe: process aggressively in the daw, render to mono or narrow stereo, let middleware do the spatialisation. less is more.
  • for an indie example, the J56wAx walkthrough on youtube shows the same pattern: clean .wav out of the daw, minimal in-engine dsp, attenuation curves doing the heavy lifting at runtime.

for indie devs

without a wwise license.

wwise is the studio standard. it is also expensive at scale and overkill for most solo or two-person teams. KERN does not care which middleware you use. the daw stage is the same. only the import target changes.

FMOD

free tier covers most indie projects. solid runtime mixer, parametric events, tight unity + unreal integration. KERN renders go in as .wav, exactly like wwise.

unreal MetaSounds

built into unreal. node-graph signal flow at runtime. you bake the heavy dsp in your daw with KERN, then assemble in MetaSounds. zero extra licensing.

unity audio mixer

the smallest path. import your KERN-processed .wav, route through unity's built-in mixer groups, ship. fine for game jams and prototypes.

free tool

the one that fixed the most bugs in the sfx pipeline.

CHECK is a free spectral mono compatibility analyzer. zero latency, no account, no email gate. game audio plays everywhere from phone speakers to home theatres, and CHECK is the cheapest way to find the problems before they reach qa.

download free

mac + windows. VST3 + AU. always free.

the bundle

$59

three plugins. one license key. permanent. no iLok. no per-game royalty. plus free CHECK.

14-day refund. no questions asked.

questions

for game devs.

do KERN plugins run inside wwise or unreal at runtime? +

no. KERN plugins are VST3 and AU. they run in your DAW at design time. you process the audio in ableton (or any DAW), render to .wav, then import to wwise / fmod / metasounds. that is how almost every game actually does mixing. real-time DSP at runtime is the engine's job, not the plugin's.

what about FMOD or unreal MetaSounds? +

same workflow. process in your DAW, render, import. fmod's free tier is a great match for solo devs without a wwise license. metaSounds is built into unreal so there is no licensing question at all. KERN plugins do not care which middleware you use after the render.

can i use the same license in a commercial Steam release? +

yes. permanent license, no per-game royalty, no online activation, no surprise fees. three activations per license, so your studio rig + laptop + render box all qualify.

do the plugins pass console certification? +

KERN plugins never run on the console. they live in your DAW. the rendered .wav files have no DRM, no online check-ins, and pass cert like any other audio asset. nothing in the audio pipeline phones home.

how does the bundle work for indie devs? +

the bundle is SMOOTH, WARM, and WIDE for $59. one license key. cheaper than one soothe license. CHECK is free and stays free. solo dev to solo dev.

is there a discount for game studios? +

three activations is enough for most solo devs and small teams. larger studios should email me at jonas@kernaudio.io. happy to figure out a multi-seat path that does not involve activation servers or floating licenses.

studio enquiries

working on a Steam title and want to talk through whether KERN fits the chain? email jonas@kernaudio.io. solo dev, copenhagen, replies within a day.