Start with the music.
Compose in the DAW you know. Bring supported musical data and compatible instrument setups across with a bridge, or import MIDI and stems for a manual handoff.
Check your DAWClosed beta applications now open · Limited spots
Keep your DAW. Bring your instruments.
Let the game become part of the performance.
ScoreBraid takes your editable compositions into Unreal, with intelligent VST rendering and an Unreal-powered synth and sampler that gameplay can control. Apply for the first closed beta to get access to the authoring app and Unreal plugin.
Check your DAWYour arrangement, sound design, and interactive score. Together.
01 / A continuation, not a replacement
Continue from most DAWs. Do the composing where you feel at home, then bring your music into ScoreBraid for the part that makes it respond to the game.
Compose in the DAW you know. Bring supported musical data and compatible instrument setups across with a bridge, or import MIDI and stems for a manual handoff.
Check your DAWKeep your MIDI editable. Build scenes and loops, choose musical transitions, and decide how gameplay shapes the score, all in a familiar authoring environment.
Compose · adapt · refineExport the music system, not a folder of manually prepared stems. Import the bundle and connect your cues, scenes, and parameters to gameplay.
Play · switch · shapeBring the composition.
Not just the stems.
A bridge carries supported musical data across and attempts to reconnect compatible instruments. Matching depends on your DAW version and plug-ins available in ScoreBraid. Complex routing, effects, and automation may need adjustment. MIDI and stem import offer another way in.
Your DAW / Your way in
Most DAWs. More than one way in.
A project-transfer bridge brings over supported musical data and helps reconnect compatible instruments. You can also import MIDI or audio stems. Pick the handoff that suits your composition.
No bridge for your DAW?
You can still use ScoreBraid.
Where do you compose?
See the project-transfer release lineup, or explore MIDI and stem import. You don’t need a dedicated bridge to get started.
Bridge availability depends on the release, DAW version, platform, and compatible plug-ins. This is the launch lineup; closed-beta builds may not include every bridge.
A bridge is a shortcut. Not a requirement.
Keep your notes editable, keep your finished sound, or combine both.
Export MIDI from your DAW and import it into ScoreBraid. Assign your instruments, keep the notes editable, and start designing the interaction.
MIDI carries the performance, not the original plug-in sound. Reassign instruments and recreate settings where needed.Export audio stems as you normally would. Use a common start point, bring the audio into ScoreBraid, and build your scenes, loops, and musical transitions.
Your sound stays in the audio. Use stems alongside editable MIDI and ScoreBraid’s built-in synth and sampler.Let us know your DAW, its version, and what you’d like to bring across. We’ll look into whether a bridge is possible. In the meantime, MIDI and stems give you a way in.
Send your suggestion here. We’ll look into supporting it; in the meantime, MIDI and stems give you a way in.
02 / Intelligent export
Play and compose with your VST3 instruments inside ScoreBraid. Keep the notes and instrument setup editable. Unreal export renders the required parts automatically.
Repeated material with the same sound-affecting state shares a render. Change the music, export again, and leave the audio preparation to ScoreBraid.
Arrange the parts
Editable MIDI + instrument stateRender what is unique
Reuse matching materialExample only. Reuse requires matching MIDI and all relevant sound-affecting state; it is not a memory-saving benchmark.
03 / Instruments the game can play
Go beyond rendered audio with ScoreBraid’s Unreal-powered synth and sampler. Design the sound here. Let gameplay shape it there.
Put the synth’s sound-shaping parameters in the game’s hands. Turn a quiet pulse into an urgent lead without replacing the instrument with a recording.
Turn your samples into playable instruments and percussion. Build rhythmic parts, shape their sound, and make their authored performance respond during play.
Two approaches. The same interactive score.
04 / An Unreal-first foundation
Use the power of Unreal’s MetaSounds and Audio Mixer. ScoreBraid brings the score into the runtime audio environment your game already uses.
No separate audio engine to package. Keep audio processing, profiling, and platform tuning within Unreal.
A closer look at the architectureUnreal’s Audio Mixer performs DSP generation and mixing on its audio-render thread, with asynchronous tasks also used for decoding and synthesis. Game control still needs coordination; this is not a claim that all ScoreBraid logic runs independently of the game thread.
Unreal supplies audio, CPU, and memory profiling tools. Actual performance and package size depend on the project, active voices, effects, samples, and platform. The ScoreBraid plugin and musical assets still contribute to the build.
The practical details
You keep the creative decisions.
ScoreBraid handles the handoff.
Yes. Use Keep me informed to hear when the open beta opens or the product becomes available. This is a separate opt-in list, not an application for a closed-beta place.
No. Continue from most DAWs using supported project transfer, MIDI, or audio stems, then focus on the interactive work. You can also compose directly in ScoreBraid with VST3 instruments and the built-in synth and sampler. Check your DAW and choose a handoff.
A project-transfer bridge brings across supported musical data and attempts to reconnect compatible instruments. Treat the result as a head start, not a guaranteed one-to-one clone. Plug-in formats and availability, routing, processing, and automation can require adjustment. A DAW being listed does not mean every instrument in every session can be recreated automatically.
Yes. Export MIDI and assign instruments after importing, or export audio stems and bring those into ScoreBraid. Either route lets you build the interactive score without a dedicated DAW bridge. See both import routes. You can also request support for your DAW; we’ll look into it.
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.
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.
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.
ScoreBraid targets Windows x64 authoring, supported VST3 instruments, and Unreal Engine 5.8. Your composing DAW can remain your creative home; transfer support varies by release, platform, and available plug-ins. Check your engine version and the DAW lineup before planning the handoff.

First cohort / closed beta
Apply for the first closed beta of ScoreBraid. Access is limited: selected testers will receive the Windows authoring application and the Unreal plugin, so they can bring real projects into the workflow early.
Bring your DAW. Bring your sounds. Help shape the first public-facing version.
Prefer to wait? Keep me informed
Open beta & product launch
Not ready to join the closed beta? Leave your email and we’ll let you know when the open beta opens or ScoreBraid is available.
No application. Just the two milestones that matter.