About Soundbook
Music is not just audio, but a module you can integrate
Product Intro
Soundbook doesn't sell loose audio files. Every music pack comes with clear scene positioning, interaction levels, and usage context built in.
The catalog has three categories. Interactive music modules are built for games and interactive products — they support layer toggling, state switching, and bar-quantized transitions for combat, exploration, menus, and other scenes that need dynamic audio responses. Game function music provides stable loop structures for UI interactions, casual gameplay, and scenarios that need extended playback without fatigue. Real-scene music targets physical spaces and video projects — cafes, exhibitions, retail stores, short films, anywhere that needs sustained ambient atmosphere.
Each pack carries a three-layer info structure: a display name that conveys style and mood (e.g. "Serene Forest", "Neon Pulse"), a subtitle that describes the use case (e.g. "Forest Exploration · Ambient Loop", "Cyberpunk UI · Interactive Loop"), and tags for filtering and search. The idea is simple: find products by style, understand them by use case, decide to buy based on interaction capabilities.
All packs can be previewed before purchase. Preview audio is watermarked to protect the content, and waveform visualization lets you jump to specific sections quickly.
Usage Guide
Browsing and filtering: The catalog supports two views — "Music Modules" shown as cards, and "Music Resources" shown as a list with inline waveform previews. You can narrow results by tags, price range, and keyword search.
Previewing: Click any product to listen. Preview audio is watermarked (a marker tone every 10 seconds) but otherwise identical in quality to the final files. The waveform display syncs with playback so you can scrub to specific positions.
Purchasing: The platform uses Units as its payment currency. Add items to your cart and check out in one click — the balance is deducted from your account. Items added to cart before logging in are automatically merged after sign-in.
Downloading: After purchase, go to "My Orders" and click download to get the original watermark-free files. Download links are signature-verified and time-limited for security.
For music designers: You can submit your work through the designer portal. Once uploaded, the platform automatically handles format validation, waveform extraction, and preview file generation.
Application Scope
Music assets purchased through Soundbook can be used in both personal and commercial projects.
Common use cases include: background music, UI audio, and state-switching music in indie and mid-scale commercial games; scoring for short videos, vlogs, and podcasts; ambient playback in physical spaces like cafes, galleries, and retail stores; audio for interactive installations, immersive experiences, and experimental projects.
The following uses are not covered: reselling or redistributing the purchased audio files as-is; listing the audio as a standalone product on other platforms; claiming original copyright over the audio content itself.
Put simply — using the music in your work is fine, but selling the music itself as your work is not. If your project is large-scale or you're unsure whether a specific use is covered, reach out to us first.
Developer Integration
Interactive music modules on Soundbook are delivered in the .pulse format and can be integrated into Web / HTML5 games via the @clxgame/pulse-game SDK. The SDK provides state switching, parameter control, and bar-quantized transitions, letting the music respond to your game state in real time.
The developer docs cover everything from a five-minute quick start to advanced deployment, with Unity and Unreal integration guides planned.
About the Founder
I have worked in game audio for more than a decade.
Over the years, I have contributed to music development for many different kinds of games, and I have seen firsthand how interactive music has gradually become an indispensable part of the modern game experience.
Along the way, I have come to believe one thing more and more strongly:
Music that cannot interact just isn't cool anymore.
Today, almost no one doubts the importance of music to the game experience. Yet truly outstanding interactive music experiences still belong mainly to large commercial games and AAA teams.
They have mature audio pipelines, professional audio middleware, and experienced audio teams. They can make music flow naturally with exploration, combat, danger, victory, and story, turning it into an integral part of the game experience.
Many independent developers, student teams, and small game teams care just as deeply about music. But complex tools and steep learning curves often force them to give up on interactive music, leaving a single background track to play from beginning to end.
I have always felt that this should not be a barrier.
I am not trying to turn everyone into an audio expert.
Quite the opposite. I want to take the interactive music experience accumulated across more than a decade of large-scale game development, abstract it anew, and bring the most common and genuinely useful capabilities to more developers in a simpler, more intuitive form.
A student with only a two-month summer break, an independent team of three to five people, or even someone making a game for the first time should be able to create a natural, vivid, and richly layered musical experience without spending months learning a vast and complicated audio middleware system.
This is why Soundbook and Pulse Engine were born.
I do not want to replace professional tools, nor do I believe every project needs a complex audio system.
Professional tools will always have their value.
I simply hope that as more people begin making games, interactive music can become a default capability rather than a privilege reserved for a small number of large studios.
If Soundbook and Pulse Engine can ultimately play even a small part in making interactive music more widely accessible, I will feel that all of this has been worthwhile.