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A member registered Jul 05, 2015 · View creator page →

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I've removed the minimum price from Drone Machine. The reason is that I've been working on a much larger-scope tool for composing interactive music, which will include the methods used in Drone Machine, as well as a slew of other sequencing and synthesis tools.

Many thanks to those who have supported this project. And, of course, please feel free to contact me if you have requests for Drone Machine in the meantime.

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Here is the list of planned features, bug fixes, and housekeeping for v1.0. This list may change along the way, so if you have a request, please create or upvote/comment a [FEATURE] or [BUG] thread. This post will be updated when changes go in, with the version of the change for reference.


  • (v0.3.2) Synth Presets
  • Arpeggiated Synths
  • KeyChanger/DroneSynth Mapping Options
  • Graceful Activate/Deactivate Synths

Bug Fixes

  • Wavetable Creation Fails After Compiling Scripts


  • (v0.4.0) Move synthesizers to native code


  • Include Manual in Package
  • Find out if earlier Unity versions can be supported (currently supports 5.3 and up)

Synth preset system is in as of v0.3.2

Would you like to add endless, non-repeating ambient music to your Unity game? DroneMachine can help make that quick and easy! It's a little procedural music system based on "phase music", a composition technique made famous by Steve Reich many years ago. Just drop in some synths and key change triggers, and your game will produce evolving music that can respond to player actions, environments, or other game events.

Repro steps:

  1. Make a change to a script to trigger compilation
  2. From the menu, select "Wavetables" -> "Make Wavetables"
  3. Select a folder with audio files in it

Errors show up in the console indicating that the audio files have zero length, but I've verified that's not the case. Repeating steps 2 and 3 at this point will successfully create wavetables.


Wavetable creation works on the first try.

Having a second type of synth that arpeggiates over a scale/chord would add a good bit of variety to music. Perhaps include settings for which scale tones to hit, how many octaves to cover, arpeggiation method (random, walk up, walk down, up and down), and envelope settings for each arpeggio note.

It would be nice to have a system for saving and loading presets on synths, with a static "factory" set and a per-project "user" set.

DroneMachine community · Created a new topic <3

Thanks for checking out DroneMachine! Feel free to post here with any questions, feedback, bug reports, or feature requests.

Smoked Salt Interactive is a 3d visual music remixer for Win/Mac (iOS soon), featuring new music by Dev79. This is part of a series of visual music games I've been making, each one based around a piece of music that's chopped up and re-sequenced to be manipulated in real time.

Game Page (pay-what-you-want, no minimum)

As I make these, I'm developing a system for creating interactive music in Unity, which is also available free and open-source (hosted on GitHub). If you're interested in interactive music, I'd love to hear what you're making and what kinds of tools you'd like to see to aid in your process.

Hey folks! I'm Charlie, and I make small interactive music experiences. There's a new one coming out this Thursday, in fact! I work primarily in Unity, and I've also been making a tool set for creating interactive music as I go along. The new feature in it that I'm excited about is a system of real-time synthesis modules that I can slap together to make a bunch of different synthesizers. Basically I'm a big old music nerd.