Elias vs Reactional Engine
Elias
elias.audioReactional Engine
reactionalmusic.comSide by side
| Figure | Elias | Reactional Engine |
|---|---|---|
| Price from | — | Free |
| Free plan | — | Yes |
| Free trial | Yes | Yes |
| Open source | — | — |
| Web | — | Yes |
| Windows | Yes | Yes |
| macOS | Yes | Yes |
| Linux | — | Yes |
| iOS | Yes | Yes |
| Android | Yes | Yes |
| API | — | Yes |
| Plans published | 3 | 2 |
| Spec score · Game Audio Middleware | 8.5 (#4) | 7.8 (#14) |
| Headquarters | Värmdö, Sweden | Stockholm, Sweden |
| Integrations | The maker says Unity and Godot integrations are provided out of the box and that custom or other engines can be integrated. | Unity and Unreal are available now, Godot is listed as coming soon, and Wwise and FMOD integrations are described on the engine page. |
| Security and compliance | The maker's privacy policy says the website collects device information including browser, IP address, time zone and cookies. | The pages opened describe globally licensed or rights-cleared music and link to a privacy policy, but state no security certification or compliance standard. |
| Support | Support options include an online manual, tutorials, Discord, email, video calls, shared chat rooms and on-site visits. | The engine page links to integration support and documentation; the pricing table lists Forum + Discord for Free and dedicated contact for Studio. |
Plans
Elias
- Explorer Standard€5,850, paid once
- Colonizer Premium€15,000, paid once
- Scout BasicPrice not published
In their own words
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.
Reactional Engine
Reactional Engine is a framework for generating music note by note in games and changing it as gameplay unfolds. It uses virtual instruments rather than loop-based systems, with controls for key, scale, tempo, and instrumentation. The engine can interpolate, modulate, improvise, and randomize musical elements. It can analyze commercial tracks for tempo and harmony to synchronize generated music and support transitions between generated and commercial material. Unity and Unreal Engine integrations are available; Wwise and FMOD integrations are described, while Godot is listed as coming soon. Runtime targets include Windows, macOS, Linux, iOS, Android, WebGL, PlayStation 4/5, Xbox, and Nintendo Switch. API examples cover transport controls, musical settings, stinger triggers, and callbacks for bars, beats, and notes. Windows and macOS binaries are available through the Reactional Platform. Developers can test any track for free and pay on release. Commercial music licensing is described with worldwide perpetual rights, and interactive themes start at $75 per track. Pricing is on request for Studio; Free access is listed at free.