What Sonic Alchemist does
You direct the sound. Sonic Alchemist does the manual work of building it, synced to picture, from your own library, and exports a session for your DAW.
Trace — spot to picture
Load your video and Trace reads the light and motion of the image and proposes frame-accurate points where sound might go. It also imports your Pro Tools markers — name a marker “metal impact” and it carries that through. You review, keep, reject, and adjust everything on the timeline.

Draw weight and intensity
This is how you direct the sound. You draw two curves over time: Weight, the spectral balance from Sub to Air, and Intensity, the energy. The result is built toward what you draw, so you shape a moment by hand. You can also work by Weight alone, with no keywords — call for a heavy low impact and a light metallic top and layer them in seconds, without searching for files by name. You direct the result, and you can pull several variations of a moment and keep the one you want.

Build layered sound from your own library
You choose what a moment should sound like. The searching and layering across your collection happen automatically, placed on the frame. Because Sonic Alchemist knows the spectral character of every sound, it also keeps layers out of each other’s way — spacing them by placement and level so they don’t clash, without EQ or processing. It stays on in the background; you’d notice if it weren’t there. Instead of auditioning and dragging files one at a time, you get a layered result built from your sounds, which you then shape and refine.

Your library, understood spectrally
Point it at your folders and it indexes every file by spectral character – weight, contrast, gravity, tone – not just filenames or metadata. You can find sound by how it sounds, not only by name. Keyword search with auto-complete and include/exclude operators works alongside your existing UCS metadata.

Fill and Scenes — backgrounds across a whole reel
Fill builds ambiences and beds that never audibly repeat, for any length of scene, from your sounds. With Scenes, you mark out your scenes — interior, exterior, forest, street — and each gets its own non-looping background that fills its duration and re-conforms when the cut changes. You lay out the scenes; the crossfading and conforming across the reel is automatic.

Designed effects
Build complex effects from phases — impacts, whooshes, transitions, sci-fi elements — layered from your material. Alloy mode combines your sounds spectrally into new ones, for creatures and textures you can’t source.

Reusable signature across a project
Save a single sound as a Recipe, a linked group as a Chain, or a taste-filtered set as a Palette. Reuse a location’s or character’s sound consistently across scenes and episodes, rebuilt each time rather than copy-pasted.

Built-in reverb
A high-quality reverb is built in, and it can be rendered as its own stem in WAV or AAF. The reverb arrives in your DAW as a separate, usable element — not baked in — so you keep control of the space in your mix.

AAF with fades, clip gain, automation and markers
A complete AAF — fades, clip gain, volume automation, markers, and a track layout matching your DAW project — into Pro Tools, Nuendo, DaVinci Resolve, or any editing software. Or timestamped WAV: mixdown, stems, or individual files. It integrates seamlessly into your existing workflows.
Built by a working re-recording mixer. macOS now; Windows coming. No dongle.