We currently have plugins for Unreal Engine and Unity3D that are continuously updated. For other engines you’ll have to build your own integration using the Elias SDK. Plugins and SDK are available in the Elias Devkit.
Elias has support for all major PC, console and mobile platforms: Windows, macOS, Linux, Android, iOS, Nintendo Switch, PlayStation 4 and XBox One.
Elias works really well together with other sound engines. Integration examples for FMOD and Wwise are included in the Elias Devkit.
In order to get access to the necessary files to facilitate Elias integration on PS4, XBox One and Nintendo Switch, you need to verify that you are authorized to develop for those platforms. The process is different for all of them and if you need help, just contact us and we’ll point you in the right direction.
There are so many different versions of Linux, so we make builds for specific versions on demand.
This is because the Qt framework we use needs to be updated to handle the latest OSX for the studio, the engine itself will run on older OSX versions.
While we don’t yet have official support for macOS Mojave, so far we have had no reports of Elias Studio malfunctioning on the latest version of macOS.
It can be hard to pinpoint the specific cause as it can be many different things, but start with testing using higher buffer sizes, as well as a larger total cache size. One common cause can be that the disk is getting accessed by code from too many sources, in which case you can try and pre-load the files used by Elias.
- Check if you are playing level 0 (with the level slider at 100% left). This is a silent level that can come in handy in many different situations, for example when you want the loop tracks to go quiet and only play a stinger.
- Make sure you have selected the correct output device in studio settings. (In the Edit menu or cog wheel icon in the toolbar)
- Make sure that you have not accidentally muted/soloed the wrong track. You’ll find the solo and mute on both the tracks themselves in the Loop and Stinger track views and on each bus in the mixer.
- Are you using the Level selection strategy “Exact” and playing a level with no files in any of the tracks slots?
- If you use MIDI make sure you have selected both the correct generator and MIDI channel on that loop track.
- Double check that you are working in the loop track view and not in the stinger track view and have only created stringer tracks so far.
- Make sure that the the audio files you use have the same sample rate in Studio Settings. (Especially when using segments, things can go out of sync quickly if the sample rate is incorrect.)
- Make sure you use the correct number of bars and the right tempo in Theme Settings. It should be the same as what you used in your DAW.
- When rendering out you audio files you should always render it including the reverb tail at the end. Elias will look at the number of specified bars you have set and loop at that point but will not stop playing the audio file, so the reverb tail will nicely be added at the beginning of the loop.
- The same applies to the case where you build a loop with segments; each segment should include the reverb tails to prevent abrupt cuts in the audio playback.