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Continue shoppingGet in direct contact with our support team for any questions or technical assistance.
For enterprise solutions use Enterprise License.
Yes, every sound library undergoes a rigorous multi-step QC process to ensure file naming and folder structures meet industry standards. Our in-house team of sound designers and creative directors meticulously tests every asset to guarantee that every sound is clean, polished, and ready for immediate professional use.
Our Personal License is designed for individual creators and freelancers. It covers a single user for both personal and commercial projects.
Our Enterprise License is built to scale with your studio. It offers "floating" licenses that can be shared among everyone involved in a specific project, a dedicated team, or across an entire company. It simplifies collaboration by ensuring every contributor is legally covered under one unified agreement.
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Every GCRadix library and tool is meticulously recorded, designed, and developed by our expert in-house team and a select group of trusted partners. We are proudly headquartered in Germany, where we oversee every stage of production to ensure our signature high-end sound quality.
Absolutely! We support the next generation of sound designers with an additional 20% discount on our products. To get your unique student code, please reach out to us at support@gcradix.com with a copy of your valid student ID.
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We’ve all been there! Because our products are digital and cannot be "returned," we generally cannot offer standard refunds once a download has been accessed. However, we aren’t monsters. If you’ve made a mistake, reach out to us at support@gcradix.com to explain your situation. We’ll do our best to find a fair solution for you.
We sure do! We believe in supporting the creative community and helping indie projects get off the ground. You can find our collection of Free Kits right here: Browse Our Free Kits
Note: These are high-quality, professional sounds—completely free to use in your projects.
FMOD Studio needs the .dll (on Windows) to display the plugin interface and process audio while you work.
Even if it works in FMOD Studio, your game won't play the sound unless the engine has the library.
Place in your engine's FMOD "Plugins" folder (e.g., Assets/Plugins/FMOD/platforms/win/x86_64).
Wwise handles plugins differently than FMOD. While FMOD relies heavily on a single folder and JS for UI, Wwise separates the Authoring (what you see in the tool) from the SDK (what the game engine uses to render sound).
This allows the plugin to show up in your Wwise project so you can add it to buses or objects.
The DLL File: Go to your Wwise installation folder (usually found via the Audiokinetic Launcher by clicking the gear icon next to your version > Open Containing Folder).
Path: .../Authoring/x64/Release/bin/Plugins
The JavaScript / Logo Files: If the plugin uses a custom web-based UI, these files often go into a subfolder within the same Plugins directory mentioned above, or in a specific Help folder.Note: Wwise usually expects an XML file alongside the DLL to define the plugin properties. If you don't have one, the plugin might be a legacy version or specifically designed for a different Wwise version.
For the sound to actually play in your game (Unity/Unreal), you must place the library files where the Wwise SoundEngine can find them.