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Sonic Alchemist.

Design the whole scene, not one sound at a time.

A modular meta-DAW for sound design. Draw weight and intensity against picture, set keywords, and Build casts every layer from your own library across the whole timeline at once. Then shape it all in real time, in one quiet window: particles, backgrounds, chains of events, EQ and 7.1.4 panning on every event.

14-day full trial, macOS and Windows. Reads your library as it is. Exports Pro Tools sessions.

Version 2026.11.1, released 10 November 2026. Release notes

What it is

A whole scene of effects, built from your own library in one pass, with every layer still yours to change.

Mark what each moment needs: how heavy, how intense, what it is made of. Build casts the layers, cuts and fades them to picture, and keeps them out of each other’s way. When it is right, it opens in Pro Tools as a session laid out the way you work.

01

Weight.

Find sounds by how they sound, not by what they are called.

Every file in your library is measured once: where its energy sits from sub to air, whether it hits or sustains, how tonal it is, its pitch. Ask for “metal impact” aimed low and you get the oil drum, not the tin can, without auditioning a hundred files. Each further layer is chosen for what it adds, so a stack fills the spectrum instead of piling into one band.

On the timeline, regions take the colour of their weight, so you read a scene’s balance at a glance. Pitch is measured too: set a Musical Scale and tonal material is tuned to it, so a stack agrees instead of clashing.

02

Trace.

Turn light and motion into control curves.

Trace reads light and motion in the picture and gives you a control curve with its transients, like CV taken from a source on a modular. Set a threshold and the peaks become sync points, or use the curve as automation for a background. Pro Tools and REAPER markers import too.

New cut? Drop in the new picture and Picture Conform moves your events with it, flagging any it can’t place. No EDL needed.

03

Build.

Draw weight and intensity. Cast every layer from your library.

Draw weight, from sub to air, and intensity over time, and add keywords. Build casts every layer of every event on the timeline in one pass, each layer chosen to complement the others spectrally, so layers add up rather than pile up. Tracks, trims and fades take care of themselves. Step through the alternatives on any layer, and like or ban sounds.

Also: Alloy, one sound made of four of yours, and Trace from Sound, which takes the gesture of any recording.

04

Scatter.

A particle system, made of your own sounds.

A Scatter is a whole cloud inside one event, every particle a sound from your library. Fall is for what lands, bounces and breaks: debris, gravel, rain. Swarm is for what lives and calls: insects, birds, crowds. Draw the density over time, up to 1,000 particles a second, set throw, bounce, float or speed, and hear every change as it plays.

Each particle is panned to its own direction in 5.1, 7.1.4 or AmbiX, with what flies heard in the height speakers.

05

Hero.

Mark the Hero. Everything else is deconflicted around it.

Overlapping events are deconflicted in time and spectrum on every build, so a dense passage stays legible and the Hero cuts through. It uses timing and level automation only: no EQ, no filtering, nothing written into your files. The automation arrives in Pro Tools, visible and editable.

Exports never clip.

06

Recipes and Chains.

Save a whole chain of events.

A search tool returns a file. A chain returns a whole sequence, layered and in time. A recipe saves an event’s intent: its shape, keywords, weight and intensity curves and variation. Chain recipes into a sequence, such as air building, a gust, the impact, the fall, then debris in wood, glass and metal, and place the whole thing at the playhead. Chains can hold other chains.

Each time you place it, it is rebuilt from the library you have loaded, so a chain is a fresh take on the same idea. Like sounds, or save a Bed, and it comes back with exactly the files you chose.

07

Scenes.

Design a location once. Use it wherever it returns.

Mark your scenes, design a layered background for each location from Fills and Beds, and apply it wherever that location returns. Fills never audibly repeat. Backgrounds follow their scenes when you resize them or the picture changes, with editable crossfades at every boundary.

Film, series or animation: a location that returns, in the next scene or the next episode, is two keystrokes away. Copy its scene, paste it where it comes back, fitted to length.

08

Pro Tools sessions.

Shape it here. Mix it in Pro Tools.

Shape it as you design: gain per layer, EQ per event, and 3D panning up to 7.1.4 for one event or a whole selection. The Pro Tools session then brings your tracks in folders by bus, in their colours, with fades, clip gain, markers and each event’s EQ as Clip EQ. Or an AAF, or a REAPER project.

Import your mix stage’s track layout, and the export arrives on exactly those tracks.

09

Unbounce.

Unbounce a WAV back into events and curves.

Drop a sound you exported from Sonic Alchemist back in, months later and after Pro Tools, and Unbounce opens it into the events, layers and curves that made it. A whole session comes back the same way, from an AAF.

Even after AudioSuite. Keep the clip’s name and the file still opens into the layers that made it, or into a fresh build of the same idea.

10

Export Variations.

One designed sound. A whole variation set.

Right-click an event, a chain or a selection and export a whole set of fresh takes, tens or hundreds, as numbered files ready for a Wwise or FMOD random container. Each take re-rolls the sounds, timing and pitch. Lock the layers that carry the sound’s identity, and they stay in every take.

Mono to 7.1.4 or AmbiX, dry or with reverb. Seamless loops for ambiences. UCS names and metadata written into every file.

Minimal on the surface. Engineered underneath.

Native C++ throughout, written over more than four years so that every task takes as few actions as possible. There is a great deal of thought behind how little there is.

7.1.4

3D panning, with height, on any event or a whole selection, in real time. Monitor on speakers up to 7.1.4 or binaural on headphones; deliver in 5.1, 7.1, 7.1.4 or AmbiX.

  • One window.No floating windows, no plug-in windows, no popups. One window, one timeline.
  • Your files stay untouched.Nothing is written into your library. EQ, clip gain and deconfliction reach Pro Tools as Clip EQ and automation you can still change, and exports never clip.
  • Stays on your machine.Audio, video and projects never leave it. After activation it runs offline, and exports carry no folder paths, user or machine names.
  • No model, no dataset.Deterministic signal processing. Nothing was trained on anyone’s work, and every sound comes from your own library.

Fits the way you deliver.

Picture
ProRes, DNxHD, DNxHR and H.264, identical on macOS and Windows, with full picture on an external display.
Pro Tools
A .ptx session beside the AAF: tracks in folders by bus, in their colours, with fades, clip gain, Clip EQ and markers. 44.1, 48, 96 or 192 kHz; 23.976, 24, 25, 29.97 or 30 fps.
Other DAWs
AAF for Nuendo or any AAF-capable DAW, or a REAPER project.
The mix stage
Imports the stage’s track layout from Pro Tools Session Info as Text, lets you preview the delivery, and writes a delivery.txt for the mixer.
Games
Variation sets for Wwise or FMOD random containers. Each take re-rolls sounds, timing and pitch, and carries UCS names and metadata.
Your library
Read where it is and indexed by how it sounds: weight from sub to air, transient or sustained, tonal or noisy, pitch. Keywords come from names, folders, BWF descriptions and iXML, the metadata your library manager and the publishers write, and UCS categories expand to their synonyms. A file nobody ever named is still found by its sound. Multi-mono .L and .R sets come in as one.
System
A standalone application: no plug-in, no host. macOS 11.5 or later, Apple Silicon and Intel. Windows 10 or later, 64-bit, with ASIO.

Designed from the problem outwards.

Nothing in Sonic Alchemist is there for its own sake. Every part answers a demand of real post work: scenes too dense to crossfade file by file, cuts that keep changing, an SFX tracklay that must match the Pro Tools layout on the stage. Then each part is refined, release after release, until it takes the fewest possible actions.

Vytis Puronas MPSE presenting Sonic Alchemist on stage, with its timeline on the screen behind him
Presenting Sonic Alchemist at the San Sebastián International Film Festival, 2024.
Zinemaldia Startup Challenge award

Winner, Best European ProjectZinemaldia Startup Challenge, San Sebastián International Film Festival, 2024.

Designed by

Vytis Puronas MPSESupervising sound editor and re-recording mixer, with more than twenty years in feature film sound. Associate Professor at the LMTA National Film School.

Try it on your next scene.

The trial is the full version for 14 days. Point it at your own library, load picture you know, and take one scene from the first event to a Pro Tools session.

macOS and Windows. Release notes

Sonic AlchemistmacOS and Windows

€249 €349

Licence
Perpetual
Machines
Two of your own
Activation
Once, online or offline
Dongle
None
Buy for €249