Our latest work

Film, Game & Interactive
Tribe of Accord

Tribe of Accord

Back to our roots; Tribe of Accord tells the story of Adira, a story between a sapient and her Neanderthal mentor long, long ago. We had the pleasure doing all the music cues, design and …

  • Mixing & Mastering
  • Music Composition
  • Sound Design
  • Wwise implementation
Preview
Legatus

Legatus

Here we have an awesome game we’ve been working on for a while; Legatus! Legio XX, Valeria Victrix. We can’t mention any specifics yet, but we can tell you that Daan is especially hyped to …

  • Mixing & Mastering
  • Music Composition
  • Sound Design
  • Wwise implementation
Preview
Apollo 2432

Apollo 2432

We were thrilled to work on some more action – this time in a situation where we were finally able to give both the orchestra and synthesis a spin! Apollo is a first person – …

  • Mixing & Mastering
  • Music Composition
  • Sound Design
  • Wwise implementation
Preview

Services

We at OmniSound are very glad to work on beautiful worlds, and therefor feel a joint venture is the best situation for games at all times. This gives us the time and freedom we want to have in order to build the environment your game deserves.

Every project is so unique, we urge you to get in touch with us and we’ll take the time to discuss this in detail.

Music Composition

Set the vibe with custom music from orchestral to electronic

Sound Design

Make the world into a living, breathing experience of a lifetime

Voice Acting & ADR

Trigger the right emotion, with the right voice, at the right time

Mixing & Mastering

Sound better

Wwise implementation

Let the game and sound work together seamlessly

Frequently asked questions

How much time do you need to write the music for our project?

It highly depends on the project and your wishes for it. A general rule of thumb would be that we write about 1.5 minutes of music per day, in the box. But again, it highly depends on the project, music style, linear vs. Non-linear, instruments being used, being live, etc. Best to just contact us (anytime!) and we’ll take the time to make a detailed plan of attack.

No, sometimes the director or developer needs us for just music, just design, just ADR or anything beyond and in between. It’s absolutely possible to have us on board with a single or couple of disciplines.

A joint venture means OmniSound becomes co-owner of the game and will share in it’s profits once released. This gives us the freedom and time to work on your game and give it the audio it deserves, without any cost or restrictions beforehand.

Game audio implementation means implementing sound in a way that makes more sense than just “playing the sound”. It means we make sure the sound is “behaving” properly in the environment and is never the same. It also means sound and music can adapt within the scene, for example; music can intensify when there are more enemies around without making a “switch”.

Yes, should you choose to work with FMOD we can adapt to that.

Yes, you can, and yes, we sometimes do that though we prefer middleware since it gives us more freedom. Also bear in mind that we are audio specialists, and know middleware. We also know a fair bit about game engines, but are no specialists in that area with the exception of audio implementation.