Batchy for game audio
Automate your SFX pipeline. Engine-ready exports from one graph.
Point Batchy at an asset folder. One graph renders every sound to each version your project needs, with its own processing, sample rate, bit depth, channel count and filename. Run it in the app, or from the command line in your build.
7-day free trial · Email required · No payment required
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The example
One folder of UI sounds. Three versions per asset.
An example delivery: the engine build, a pitched variant and a review copy, from one batch job over the folder.
ui_confirm_01.wavAsset folder- As designedEngine Output
Build/ui_confirm_01.wavWAV · 48 kHz · 24-bit · mono - Pitch Shift Pitch−3 semitonesLow variant Output
Build/ui_confirm_01_low.wavWAV · 48 kHz · 24-bit · mono - Normalized for listeningReview Output
Review/ui_confirm_01.oggOGG · 44.1 kHz · −16 LUFS
Build pipelines
Run it in your build.
The same preset runs headless. Validate with --dry-run first, then render with a JSON report your build can read. --fail-fast stops at the first failed render. Each output’s path template still decides its folder.
./Batchy --batch-process \
--input ./Audio/Source/UI \
--preset ui_delivery.batchyfx \
--render-report ./Audio/Reports/ui.json \
--fail-fast
Every option, including per-output overrides: CLI documentation.
Build · Audition · Render
How it works.
- 01 Build
Design the asset chain.
Combine built-in DSP and your plugins in series, or in parallel branches for variants.
- 02 Audition
Hear it on any asset.
Switch between live and processed playback on any file before you render the folder.
- 03 Render
Export every version.
Each output sets its own sample rate (22.05, 44.1, 48, 88.2, 96 or 192 kHz), bit depth, mono or stereo, format and filename.
Specifications
- Plugins
- VST3 on macOS and Windows; AU on macOS
- Built in
- 30+ audio, metering and visual graph nodes
- Loudness
- LUFS (EBU R128), RMS or peak targets; −1 dBTP true-peak safety on LUFS and RMS; TPDF dither
- Formats
- WAV, AIFF, FLAC, MP3 and OGG
- Resolution
- 22.05, 44.1, 48, 88.2, 96 and 192 kHz; 16, 24 or 32-bit float
- Channels
- Stereo through 7.1.4 surround panning; mono, stereo and surround conversion
- Automation
- Command line and headless rendering with JSON render reports
- Systems
- macOS 12+ (Intel and Apple Silicon); Windows 10/11 (64-bit)
This is one workflow. See the whole toolkit.
Batchy also covers sound design, music mastering and podcasts, with 30+ audio, metering and visual graph nodes, plugin hosting, loudness delivery and the command line.
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Everything in one license
$149 once
One-time purchase, not a subscription.
- Built-in DSP, plugin hosting and batch rendering
- Loudness targets and the command line
- macOS + Windows · two machines
- All 1.x updates included
- 30-day money-back guarantee
Secure checkout · License key emailed instantly
Download 7-day free trialBefore you buy.
Does Batchy connect to my engine or middleware?
Batchy renders audio files. Point its output folders at your project and import them into your engine or middleware as usual.
Can I prepare multiple versions of the same asset?
Yes. Route it through separate branches and outputs, each with its own processing, name and settings.
Can it run on a build machine?
Yes. The command line runs headless with a saved preset, and supports dry runs, fail-fast and a JSON render report.
Can I use my existing plugins?
Compatible VST3 plugins on macOS and Windows, plus AU on macOS. Third-party plugins are separately licensed.
Is there a free trial?
Yes. Download Batchy and select Start 7-day free trial on the welcome screen or in Manage License. Email required to start; no payment required. Downloading does not start the trial. A paid license is required after seven days.
Will it run on my computer?
macOS 12+ on Intel or Apple Silicon, or Windows 10/11 (64-bit). One license covers two machines, on either platform.