TRUE.INDUSTRIES / R&D LAB36.9942° N · 86.5183° WEST. 2016
00 / DIVISION / AUDIO FOUNDRY

Audio that makes your trailer and gameplay feel expensive.

Music, sound design, foley, and implementation. Weekly drops. Owned through integration. Genre samples below; project-specific examples on the call.

SYSTEMS ONLINEFIG. 07 - SIGNAL LEVELSCROLL TO BEGIN ↓
01 / THE PAIN

When this becomes painful.

You cut a trailer. The comments show up: "stock sounds," "music doesn't fit," "cheap SFX." That's not a vibe issue, it's a perception hit.

Players decide in seconds whether a game sounds finished. Audio is the cheapest place to lose that judgment and one of the fastest to win it back.

FIRST 72 HOURS

What we do first

  • 01Review one build or a 3–5 minute capture
  • 02Produce an Audio Priority Map (12–25 moments players notice first)
  • 03Return a first-week drop plan with dates + file naming + integration checkpoints
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02 / DELIVERABLES

What we ship.

PACK-01

Signature Music

  • ·Theme direction + variations
  • ·Trailer stems for editors
  • ·Loopable layers for gameplay states
PACK-02

SFX that carries the loop

  • ·Weapons, UI, traversal, creatures, environments
  • ·Consistent "sound rules" per system
  • ·Versioned packs: SFX_Pack_01, SFX_Pack_02
PACK-03

Implementation ownership

  • ·Unreal/Unity event map + naming conventions
  • ·Mix states and chaos testing (overlap cases)
  • ·Build signoff checklist
03 / CADENCE

How it works.

WAYPOINT 01

Audio Priority Map (72 hours)

One build or capture → 12–25 priority moments + first-week plan.

WAYPOINT 02

Weekly drops

Versioned packs, naming conventions, integration checkpoints.

WAYPOINT 03

Integration signoff

We own the event map and mix; you get a build that sounds right.

04 / PACKAGES

Packages.

No public pricing. We scope after the triage call.

Trailer-Ready Audio Sprint (2–4 weeks)

  • ·1 music direction + trailer stems
  • ·Trailer hit kit
  • ·20–60 hero SFX
  • ·Trailer mix pass

Requires locked cut or timecode notes by week 1.

Core Game Audio Build (8–16 weeks)

  • ·Audio style guide (rules + references)
  • ·Core loop SFX systems
  • ·Core state music set
  • ·Integration plan + checkpoints

Embedded Audio Dept (monthly)

  • ·Weekly backlog + delivery cadence
  • ·Ongoing SFX/music production
  • ·Implementation ownership
05 / PROOF

Hear the range.

Original score and SFX excerpts across genres. Testimonials and project-specific references shared on the triage call; we'd rather show work that fits your genre and milestone.

Epic / Trailer

Last Stand

Full orchestral hit for trailers and boss moments.

Original score · 45s excerpt

Horror

Deranged

Tension score built to sit under gameplay without wearing thin.

Original score · 45s excerpt

Fantasy

Crownlands

Orchestral fantasy theme with loop-ready structure.

Original score · 45s excerpt

Sci-Fi Horror

Derelict Signal

Hybrid synth and orchestral dread for derelict-ship energy.

Original score · 45s excerpt

Metal / Combat

Redline

High-gain metal built for combat loops and boss arenas.

Original score · 45s excerpt

Industrial

Heavy Industry

Grinding industrial groove for gritty, mechanical settings.

Original score · 45s excerpt

Casual / Cozy

Sunny Side Up

Light, loopable score for cozy and mobile titles.

Original score · 45s excerpt

Ambient

Open World

Exploration bed that holds up over hours of play.

Original score · 45s excerpt

Weapons

Live Rounds

Weapon SFX montage: handling, fire, tails, impacts.

SFX montage · 45s excerpt

Cyberpunk

Neon District

UI, tech, and environment SFX for near-future settings.

SFX montage · 45s excerpt

Cinematic

Final Cut

Trailer-grade hits, whooshes, and impacts for cinematics.

SFX montage · 45s excerpt

340+
Production music and SFX packs shipped
165+ / 130+
Music packs / SFX packs across every major genre
3 intensities
Every track in three intensity levels plus loop cuts, built for adaptive systems
3 engines
Unreal, Unity, and Godot integration tooling maintained in-house

Backed by a dedicated studio team that has shipped game audio at catalog scale for years. Not a freelancer marketplace; a production pipeline that already runs every week.

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06 / RISKS WE NAME UP FRONT

Risks, unknowns, what we validate next.

  • R1Build stability week-to-week: Event names changing breaks integration; we need a stable event map or fast merge/test on your side.
  • R2Approval speed: We need a single approver within 48 hours in week 1 or drops slip.
  • R3Scope reality: Replace existing vs net-new changes how we plan the first drops; we clarify this in the Priority Map.
  • R4Who merges and tests: We deliver assets and implementation specs; who applies changes and runs the build matters for cadence.
07 / FAQ

FAQ.

08 / INTAKE

Send your build. Get an Audio Priority Map in 72 hours.

A few questions, one at a time. We save as you go. Prefer a conversation? Book a triage call and we'll walk through it together.

INTAKE 01 / 0714%

Let's talk about your game's sound.

This takes about five minutes. We save as you go, so you can step away and pick up where you left off. If forms aren't your thing, we'd rather hop on a short call.

Prefer a conversation? Book a 20-minute audio triage call and we'll walk through the same questions together. No form required.

Book a triage call