Reaper Scripts & Tools
Reaper for Game Audio & Sound Design
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Reaper for Game Audio & Sound Design
Revvolution is the first content bank dedicated to realistic-sounding, fully synthesized vehicle engines for Phase Plant (and maybe any other synth).
SlipView allows it to display the full waveform of one or multiple selected items when pressing a (bindable) key.
Rolling Sampler records the audio reaching it in a loop as long as it is running. The recorded bits can be highlighted and dragged out anywhere.
If you want to quickly move your items to another track you can use this action. If
time selection exists and selected items are inside it, just the part inside the selection will be moved to another track.
It's the fastest way of editing audio there is. Use position of your mouse cursor to determine where fade or cut should be applied. It is improved version of Pro Tools editing workflow. It will dramatically speed up your process and once it gets under your fingers you'll never edit any other way.
These are all tools and scripts we trust and love. We aren't affiliated with the developers; we just enjoy using them. Whenever we discover something new, we’ll add it to the list. There are tons of great tools out there, so while this collection doesn't cover everything, we hope it’s a helpful start! :D
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.
Instant. As soon as your purchase is approved, you’ll receive an automated email with your download links. You can also access your complete library of purchases at any time by logging into your Profile.
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.