Audiokinetic Wwise vs Elias
Audiokinetic Wwise
audiokinetic.comElias
elias.audioSide by side
| Figure | Audiokinetic Wwise | Elias |
|---|---|---|
| Price from | Free | — |
| Free plan | Yes | — |
| Free trial | Yes | Yes |
| Open source | — | — |
| Windows | Yes | Yes |
| macOS | Yes | Yes |
| Linux | Yes | — |
| iOS | Yes | Yes |
| Android | Yes | Yes |
| Plans published | 4 | 3 |
| Spec score · Game Audio Middleware | 8.7 (#1) | 8.5 (#4) |
| Headquarters | Montreal, Quebec, Canada | Värmdö, Sweden |
| Support | Without a Direct Support Plan, users can ask questions through the public Audiokinetic Community Q&A; paid support plans include ticket allowances or unlimited tickets. | Support options include an online manual, tutorials, Discord, email, video calls, shared chat rooms and on-site visits. |
Plans
Audiokinetic Wwise
- IndieFree
- Pro$8,000, paid once
- Premium$25,000, paid once
- Platinum$45,000, paid once
Elias
- Explorer Standard€5,850, paid once
- Colonizer Premium€15,000, paid once
- Scout BasicPrice not published
In their own words
Audiokinetic Wwise
Audiokinetic Wwise is a toolset for creating interactive game audio and motion. It combines an audio authoring application, sound engine, game simulator, plug-in architecture, and Authoring API. Its pipeline covers authoring, simulation, integration, in-game mixing, and real-time profiling. A project can organize sound, voice, music, and motion assets, playback behaviors, Events, simulations, profiling, and platform-specific SoundBanks. Wwise supports spatial audio, interactive music, dialogue management, localization, and audio streaming. Unity and Unreal Engine integrations are available; the Unity package includes a plug-in library, C# SDK API bindings, components, and Editor windows. The free trial is for non-commercial use and limits SoundBanks to 200 media assets. Commercial licenses are per title, with a license required for each platform used. Listed commercial plans start at $8,000, paid once; the price depends on platforms. The free Indie plan is for production budgets below $250K.
Elias
Elias 4 is game-audio middleware and a sound engine for interactive soundscapes and adaptive music. Elias Studio gives composers and sound designers visual scripting for sample-perfect audio graphs combining logic, game parameters, playback, and DSP. Its music system supports instrument and track rules, motifs, stingers, automatic loops, random segments, and musical transitions. Spatialized 3D audio and processing such as filters, compressors, and reverbs are included. While a game runs, users can edit patches, replace sound files, and mix without rebuilding or using sound banks. Unity and Godot integrations are provided, and custom or other engines can be integrated. Listed runtime targets include PC, Mac, PlayStation 5, Nintendo Switch, Nintendo Switch 2, iOS, and Android. Elias is written in C and C++, supports Python tooling and automations, and offers source-code access by separate agreement at higher license tiers. Licenses are per game; console releases cost extra per platform, while same-game DLC is covered. Explorer Standard costs €5,850, paid once, and Colonizer Premium costs €15,000, paid once. A free evaluation version is available by request.