End User License Agreement
Last Updated: 07 July 2026
Website: grainshiftaudio.com
Contact: support@grainshiftaudio.com
This End User License Agreement explains the terms that apply to your use of Grain Shift Audio software products.
Grain Shift Audio is a New Zealand business registered with NZBN 9429053794673.
1. About this EULA
This End User License Agreement is referred to as this “EULA”.
In this EULA, “Grain Shift Audio”, “GSA”, “we”, “us”, or “our” means Grain Shift Audio.
“You” or “your” means the person, business, studio, employer, school, team, organisation, or other legal entity using the Product or accepting this EULA.
“Account” means a Grain Shift Audio account tied to a single email address.
“Product” means any Grain Shift Audio software product, plugin, tool, license, update, documentation, runtime component, deployment component, or related service made available by Grain Shift Audio, including the specific product identified at checkout, in your account, in the Hub, in your license file, or in your license record.
“Documentation” means user guides, installation notes, license notes, release notes, product pages, support materials, and other documentation provided by Grain Shift Audio.
“License Record” means the license information shown in your Grain Shift Audio account, license file, activation record, purchase record, business account, or other license-management system.
“Hub” means the Grain Shift Audio Hub application or related activation software.
“Middleware” means supported game-audio middleware, including FMOD and Wwise where supported by the relevant Product.
“Project” means a game, application, interactive experience, software project, or other production that uses or depends on the Product.
“Seat” means the right for one machine to use a license, subject to the activation, refresh, deactivation, transfer, platform, account, business, and license limits in this EULA and your License Record.
“Machine” means a computer, workstation, laptop, build machine, or other device that may be activated for a Seat.
“Activation” means connecting a license Seat to the current Machine through the Hub or another Grain Shift Audio activation process.
“Refresh” means renewing the local license on an already activated Machine.
“Deactivation” means preventing a Machine from receiving future Refreshes.
“Transfer” means moving a Seat from one Machine to a different Machine after the previous Activation has been deactivated, or another situation treated as a transfer under this EULA or your License Record.
“Major Version” means the major version of the Product identified by its product name or version number. For example, WaveDigger and WaveDigger 2 may be treated as separate Major Versions.
This EULA governs use of the Product. Website accounts, checkout, privacy, refunds, downloads, and support may also be governed by Grain Shift Audio’s Website and Account Terms, Privacy Policy, and Refund Policy.
2. Acceptance
By installing, activating, accessing, copying, or using a Product, you accept this EULA.
If you do not agree to this EULA, you must not install, activate, access, copy, or use the Product.
If you accept this EULA on behalf of a business, studio, employer, school, team, organisation, or other legal entity, you confirm that you have authority to bind that entity.
You must be at least 18 years old to accept this EULA on your own behalf. If you are under 18, you may use the Product only with the permission and supervision of a parent or legal guardian, and that parent or guardian is responsible for your use.
3. License structure
Your rights are limited to the Product, license tier, platforms, Seats, Activations, Transfers, Major Version, and add-ons shown in your order, account, Hub, license file, or License Record.
A license for one Product does not grant rights to any other Grain Shift Audio product unless expressly stated in your order, account, license file, or License Record.
A license for one platform does not grant rights to deploy to any other platform unless expressly stated in your order, account, license file, or License Record.
A license for one Major Version does not grant rights to a later Major Version unless expressly stated by Grain Shift Audio.
A license may be owned by an individual Account or by a business.
4. Free and unlicensed use
Unless a Product states otherwise, you may use the Product without a paid license for testing, learning, auditioning, evaluation, and non-shipping prototyping inside supported Middleware.
Free or unlicensed use does not grant rights to:
use the Product in a game engine or runtime integration;
create usable build output for a Project;
build usable Wwise SoundBanks, FMOD banks, or similar middleware build assets for a Project;
publish, ship, sell, release, distribute, deploy, or commercially exploit a Project that uses or depends on the Product;
distribute runtime, deployment, authoring, or plugin files;
provide the Product to another person or organisation; or
use the Product for any production, release, deployment, or publishing purpose.
Free or unlicensed mode may be technically limited. For example, build output may be blocked, unavailable, incomplete, silent, or otherwise restricted where a valid license is not present.
These technical restrictions are part of the Product’s license-enforcement system and must not be bypassed.
5. Development License
A Development License is the base paid license for a Product.
Unless your License Record states otherwise, a valid Development License allows you, within the limits of your license tier, Seats, Activations, Transfers, Major Version, and licensed platforms, to:
install and use the Product for development and authoring;
use the Product inside supported Middleware;
use the Product in a game-engine or runtime development workflow;
create usable Wwise SoundBanks, FMOD banks, or similar middleware build assets;
build, test, and integrate Projects that use the Product;
deploy Projects that use the Product to Windows and macOS; and
distribute required runtime or deployment files only as part of a compiled Project for licensed platforms.
The Development License includes deployment rights for Windows and macOS only, unless your License Record states otherwise.
The Development License does not include Mobile, PlayStation, Xbox, Nintendo, or other non-desktop deployment rights unless those platform rights are included in your License Record.
6. Platform Add-ons
A Platform Add-on extends an existing Development License for the same Product, customer, license tier, Major Version, and account or business.
A Platform Add-on allows deployment only to the platform family identified in your License Record.
Platform Add-ons may include, for example:
Mobile Platform Add-on;
PlayStation Platform Add-on;
Xbox Platform Add-on;
Nintendo Platform Add-on; or
another platform family identified by Grain Shift Audio.
A Platform Add-on does not, by itself, grant:
standalone Product-use rights;
development or authoring rights;
game-engine or runtime development rights;
Wwise SoundBank, FMOD bank, or similar build-output rights;
Windows or macOS deployment rights;
additional Seats;
additional Activations;
additional Transfers; or
rights for any Product or Major Version not covered by the underlying Development License.
To use a Platform Add-on, you must also hold a valid Development License for the same Product.
7. Indie Licenses
An Indie License is tied to the purchaser’s Account.
An Indie License is available only to eligible individuals, sole traders, small teams, and organisations.
To qualify for an Indie License, you and the organisation or Project using the Product must have had no more than USD $100,000 in gross revenue or funding during the previous 12 months.
Revenue and funding include worldwide gross revenue, grants, publisher advances, investment funding, crowdfunding, sponsorships, contract income, and other funding connected with your business, studio, organisation, team, or Project.
If you are using the Product on behalf of a business, studio, employer, client, school, team, or organisation, eligibility is assessed based on that entity and the relevant Project, not only on your personal income.
Unless your License Record states otherwise, an Indie License includes one Seat, one included Transfer, and the platforms included with the purchase.
The Indie License holder manages their own Seat.
If you no longer qualify for an Indie License, you must obtain an appropriate Business License before using the Product for any new Project release, new platform release, major Project update, new Product purchase, new Major Version, or additional deployment.
8. Business Licenses
A Business License is owned by a business, not by an individual person.
Unless your License Record states otherwise, a fresh Business License includes three Seats, three pooled Transfer credits, and the platforms included with the purchase.
Business Transfer credits are shared across the business. They are not tied to a specific Seat.
If all Business Transfer credits have been used, the business may need to purchase additional Transfer credits before approving a Transfer.
A Business License is required if you do not qualify for an Indie License, if you need more than one Seat, or if your License Record states that a Business License is required.
The business is responsible for ensuring that all business members, license users, Owners, Admins, Members, employees, contractors, and other users comply with this EULA.
9. Business membership and roles
A business account may have people added to it as Owners, Admins, or Members. Business membership is separate from Product Seats.
A person can belong to a business without currently using a Seat. A Seat is assigned only when a Product is activated on a Machine.
“Owner” means a business-account role with full control of the business account inside the Grain Shift Audio Services. It does not necessarily mean the person is the legal owner of the business, company, organisation, or license.
Owners can manage members, change roles, remove members, edit the business name, approve activation requests, deactivate Seats, manage business licenses, purchase business licenses and add-ons, and purchase additional Transfer credits.
Owners cannot remove themselves. A business must always have at least one Owner.
Admins help manage day-to-day license use. Admins can approve activation requests, decline activation requests, deactivate Seats, and manage normal Members as made available in the Services.
Admins cannot edit the business name, remove people from the business, change anything about an Owner, promote anyone to Owner, or change their own role.
Members are regular business users. A Member is the same as a Business Employee for Seat-use purposes.
Members can only see and Refresh their own approved Seat. Members cannot see other employees’ Seats, manage licenses, approve activation requests, deactivate Seats, manage Transfers, add Admins, edit business details, or change business settings.
Business membership does not itself grant a Product Seat, Product-use rights, or deployment rights.
Removing someone from the business or changing their role does not automatically move, transfer, or deactivate a Seat unless a Seat is specifically deactivated by someone with permission.
10. Business activation requests
A Business Member or prospective Business Member may request Activation by signing into the Hub and entering a Business License key.
When a non-admin enters a Business License key in the Hub, an activation request may be created.
The request may show relevant details to business Owners and Admins, such as account name, account email, Machine name, Product, requested license, request date, and current status.
An Owner or Admin with permission can approve or decline the request.
If the requester is not already part of the business, approving the request may add them to the business as a Member and activate their Machine into the first available Seat.
Employees do not choose the Seat slot.
If no Seat is available, an existing Seat must be deactivated before another Machine can be activated.
11. Seats, Activations, Refreshes, Deactivations, and Transfers
A Seat allows one Machine to use a license.
Activation connects a license Seat to the current Machine. Activations are performed in the Hub or another Grain Shift Audio activation process.
A Refresh renews the local license on an already activated Machine. Refreshes happen automatically every 30 days. The Seat holder can also manually Refresh from the Hub.
Deactivation prevents a Machine from receiving future Refreshes. Deactivation does not necessarily remove an existing local license immediately. The local license may continue to work until its current Refresh period expires.
A Transfer happens when a Seat is moved from one Machine to a different Machine after the previous Activation has been deactivated, or when another event is treated as a Transfer under this EULA or your License Record.
A Transfer is not used for the first Activation of a Seat.
You must not attempt to bypass Seat, Activation, Refresh, Deactivation, Transfer, license-validation, account, business, role, platform, or machine restrictions.
12. Indie Transfers and same-machine reactivation
For Indie Licenses, the first Activation does not use a Transfer.
A Transfer is used when the Indie License is moved to a different Machine after the previous Machine has been deactivated.
The same Account reactivating the same Machine does not use a Transfer. This remains true even if the Seat was previously deactivated.
If the Indie License is moved to a different Machine after the included Transfer has already been used, an additional Transfer or reset purchase is required unless Grain Shift Audio agrees otherwise.
13. Business Transfer credits and same-machine reactivation
Business Transfer credits are pooled across the business.
A Business Transfer credit is used when a Seat is approved for Activation on a different Machine after a previous Activation has been deactivated, unless a same-machine reactivation rule applies.
If the same Account reactivates the same Machine for the same business and Product within 30 days of Deactivation, it does not use a Business Transfer credit. This applies even if the internal Seat slot changes.
For Business Licenses, if a different Account activates the same Machine, this counts as a Transfer and uses a Business Transfer credit when approved. This is because the Seat is being reassigned to a different Account, even if the physical Machine is the same.
A Business same-Account, same-Machine reactivation after the 30-day grace period may be treated as a new Transfer and may require an available Business Transfer credit.
14. FMOD and Wwise versions
Where a Product is supplied for more than one Middleware format, such as FMOD and Wwise, a valid license for that Product covers the supplied Middleware versions of that Product, subject to the same Product, tier, Seat, Activation, Transfer, platform, Major Version, and License Record limits.
This EULA does not grant you a license to FMOD, Wwise, Unity, Unreal Engine, any game engine, any console SDK, or any third-party software.
You are responsible for obtaining and complying with any third-party licenses, platform approvals, SDK agreements, middleware licenses, game-engine licenses, and publishing agreements required for your Project.
15. Console and platform requirements
A Platform Add-on does not guarantee that you are authorised to develop for, access, publish on, or distribute through the relevant platform.
You are responsible for obtaining all required approvals, accounts, development kits, SDK access, publishing rights, middleware platform support, and platform-holder permissions.
Grain Shift Audio is not Sony, Microsoft, Nintendo, Apple, Google, FMOD, Audiokinetic, Unity, Unreal, or any other third-party platform, middleware, or engine provider.
Grain Shift Audio does not grant rights that only a platform holder, middleware provider, game-engine provider, or other third party can grant.
16. Runtime and deployment redistribution
A valid paid license may allow you to distribute required runtime or deployment files for the Product, but only:
as part of a compiled Project;
for platforms covered by your License Record;
in a way that does not expose the Product for separate use by another developer, user, business, or organisation;
in a way that does not allow third parties to extract, use, install, author with, or develop with the Product separately from your compiled Project; and
in accordance with this EULA and the Documentation.
You must not distribute:
authoring plugins;
development plugins;
installers;
standalone plugin files intended for developer use;
license files;
activation files;
account credentials;
source code;
build scripts;
internal tools;
documentation intended only for licensed users; or
any file that would allow another person or organisation to use the Product independently,
unless Grain Shift Audio expressly permits that distribution in writing or in the Documentation.
17. Updates and Major Versions
Unless your License Record states otherwise, a paid license is perpetual for the purchased Major Version.
Where Grain Shift Audio makes updates, fixes, compatibility updates, or maintenance releases available for that Major Version, those updates are included with your license.
Grain Shift Audio is not required to provide updates, fixes, compatibility updates, new features, new platform support, new Middleware support, or support for future operating systems, Middleware versions, game engines, SDKs, consoles, or platform requirements.
Later Major Versions may require a separate purchase or upgrade.
For example, a license for WaveDigger does not automatically grant a license for WaveDigger 2 unless Grain Shift Audio expressly states otherwise.
18. Ownership
The Product is licensed, not sold.
Grain Shift Audio and its licensors retain all ownership, copyright, trade secrets, know-how, intellectual property rights, and other rights in the Product, Documentation, website content, branding, logos, and related materials.
You receive only the limited license rights expressly granted by this EULA and your License Record.
No ownership rights are transferred to you.
19. No source code rights
Unless Grain Shift Audio expressly agrees otherwise in writing, the Product is provided in object-code form only.
This EULA does not grant any rights to source code.
You must not request, access, use, copy, modify, compile, distribute, disclose, or attempt to derive source code for the Product except to the extent that applicable law gives you a right that cannot lawfully be excluded.
20. Restrictions
Except as expressly allowed by this EULA, your License Record, the Documentation, or applicable law, you must not:
copy, modify, adapt, translate, port, or create derivative works of the Product;
reverse engineer, decompile, disassemble, or attempt to derive source code, algorithms, structures, or internal methods from the Product;
bypass, remove, disable, alter, or interfere with license checks, activation systems, Refresh systems, Deactivation systems, Seat limits, machine limits, Transfer limits, platform limits, build-time validation, runtime validation, or other protection systems;
use the Product beyond the Product, tier, Seat, Activation, Transfer, platform, Major Version, or add-on rights shown in your License Record;
use a Platform Add-on without the required Development License;
use an Indie License when you are not eligible for Indie licensing;
share account login details, license files, activation files, or credentials;
rent, lease, lend, sublicense, sell, resell, assign, host, outsource, timeshare, or provide the Product as a service bureau or managed service;
distribute the Product separately from a compiled Project;
include the Product in a software development kit, game engine, middleware product, plugin pack, sample project, asset store package, template, tool, or other product intended for use by other developers;
use the Product to create a competing plugin, tool, middleware component, or audio-processing product;
remove or alter copyright notices, license notices, branding, or attribution included with the Product;
use the Product in a way that infringes another person’s rights or violates applicable law; or
help anyone else do any of the above.
21. License validation
The Product may use license Activation, Refresh, validation, build-time checks, runtime checks, Seat checks, machine checks, platform checks, business-role checks, transfer-credit checks, or similar systems.
These systems may be used to determine whether you may use the Product, create build output, deploy to a platform, activate a Machine, Refresh a local license, assign a Seat, approve an activation request, transfer a Seat, or continue using a license.
If a valid license is missing, invalid, expired, revoked, unsupported, outside the scope of your License Record, or outside the permitted Refresh period, the Product may block, limit, silence, disable, or otherwise restrict authoring, build output, runtime output, deployment, Activation, Refresh, or other functionality.
You must not interfere with or misrepresent license-validation information.
Personal information handled through license Activation, Refresh, Deactivation, Transfer, or validation is covered by Grain Shift Audio’s Privacy Policy.
22. Backups and development responsibility
You are responsible for your own Projects, source control, backups, audio files, Middleware projects, game-engine projects, build systems, release pipelines, and production workflow.
You should test the Product in your own workflow before relying on it for a production release.
Grain Shift Audio is not responsible for lost project files, failed builds, missed deadlines, platform submission delays, rejected submissions, production delays, or release delays except to the extent liability cannot lawfully be excluded.
23. Support
Support is provided by email at support@grainshiftaudio.com.
Support is provided on a reasonable-efforts basis.
Grain Shift Audio does not guarantee a response time, fix time, compatibility outcome, feature request, platform approval, Middleware outcome, engine outcome, or production result unless expressly agreed in writing.
24. Refunds
Refunds are handled under Grain Shift Audio’s Refund Policy and any mandatory rights that apply by law.
Because Grain Shift Audio Products may be tested before purchase and paid licenses enable development, publishing, deployment, platform, Seat, Transfer, or commercial rights, Grain Shift Audio does not provide change-of-mind refunds except where required by law.
25. Confidentiality and platform materials
You must not provide Grain Shift Audio with confidential platform-holder materials, SDK files, NDA-protected information, unreleased third-party code, private project files, or sensitive commercial material unless it is necessary for support and you have the right to provide it.
If support for a console, SDK, or restricted platform requires confidential third-party information, you are responsible for ensuring that sharing that information with Grain Shift Audio is allowed by the relevant third-party agreement.
26. Termination
This EULA starts when you first install, activate, access, copy, or use the Product.
Your license automatically terminates if you materially breach this EULA and do not fix the breach within a reasonable time after Grain Shift Audio asks you to do so.
Grain Shift Audio may terminate or suspend your license, account access, Activation access, Refresh access, Transfer access, download access, business access, role permissions, or support access immediately if we reasonably believe that:
your license is fraudulent, stolen, shared, forged, or misused;
your payment is fraudulent, reversed, charged back, or disputed;
you have bypassed or attempted to bypass license enforcement;
you have distributed the Product without permission;
you have used the Product outside your License Record;
you have misused business membership, roles, Seats, Activations, Refreshes, Deactivations, or Transfers;
continued access may harm Grain Shift Audio, another customer, a third-party service, or the security of the Product or Services; or
Grain Shift Audio is required to do so by law or by a relevant service provider.
On termination, you must stop using the Product and delete any copies that you are not permitted to retain.
Termination does not affect rights or obligations that by their nature should continue, including ownership, restrictions, payment obligations, confidentiality, disclaimers, liability limits, and governing law.
27. Business and consumer rights
Nothing in this EULA excludes, restricts, or modifies any consumer rights, statutory guarantees, refund rights, privacy rights, or other legal rights that cannot lawfully be excluded, restricted, or modified.
Where you acquire or use the Product for business or commercial purposes, you agree that consumer guarantees, warranties, conditions, or other rights are excluded to the maximum extent permitted by law, where it is fair and reasonable to do so.
28. Disclaimers
To the maximum extent permitted by law, the Product and Documentation are provided “as is” and “as available”.
Grain Shift Audio does not guarantee that the Product will:
meet your requirements;
be compatible with every operating system, Middleware version, game engine, SDK, platform, console, build system, or project;
be uninterrupted, secure, or error-free;
produce any particular creative, technical, commercial, publishing, or platform result;
be accepted by any platform holder, publisher, client, marketplace, or certification process; or
remain compatible with future third-party changes.
No advice, documentation, support message, website text, product page, or communication creates any warranty unless expressly stated in writing by Grain Shift Audio.
29. Liability
To the maximum extent permitted by law, Grain Shift Audio is not liable for:
indirect, incidental, special, consequential, exemplary, or punitive loss;
loss of profit;
loss of revenue;
loss of savings;
loss of data;
loss of files;
loss of goodwill;
business interruption;
production delay;
release delay;
platform rejection;
failed certification;
failed build;
failed deployment;
loss caused by third-party software, Middleware, game engines, SDKs, platforms, payment providers, hosting providers, or service providers; or
loss arising from your use of or inability to use the Product.
To the maximum extent permitted by law, Grain Shift Audio’s total liability arising from or relating to the Product, this EULA, or your license is limited to the amount you paid for the relevant Product license giving rise to the claim.
These limitations do not apply to liability that cannot lawfully be excluded or limited.
30. Changes to this EULA
Grain Shift Audio may update this EULA from time to time.
The updated version will apply from the date it is posted on the Grain Shift Audio website, included with the Product, presented during installation, or otherwise made available.
If an update materially changes existing paid license rights, Grain Shift Audio will take reasonable steps to avoid unfairly reducing rights already granted for the relevant Product, Major Version, tier, Seats, platforms, and Transfer rights shown in your License Record.
Your continued use of the Product after an updated EULA is made available means you accept the updated EULA, except where a different process is required by law.
31. Transfer of license ownership
You must not transfer, assign, sell, share, or sublicense your license ownership without Grain Shift Audio’s prior written approval, except as expressly allowed by this EULA.
Business Owners and Admins may manage business memberships, roles, activation requests, and Seats within the same licensed organisation, subject to the permissions available to their role and the Seat, Activation, Deactivation, Refresh, Transfer, and machine rules.
A transfer of license ownership connected with a merger, acquisition, sale of business assets, company restructure, or similar transaction requires Grain Shift Audio’s approval, which will not be unreasonably withheld where the transfer is legitimate and the new entity agrees to comply with this EULA.
32. Export and legal compliance
You are responsible for complying with all laws and regulations that apply to your use of the Product and your Project.
You must not use, export, re-export, provide, or distribute the Product in breach of applicable export-control, sanctions, platform, tax, privacy, intellectual-property, or other laws.
33. Governing law
This EULA is governed by the laws of New Zealand.
The courts of New Zealand have non-exclusive jurisdiction over disputes relating to this EULA.
Nothing in this section limits any rights you may have under laws that cannot lawfully be excluded or limited.
34. Contact
For questions about this EULA, contact support@grainshiftaudio.com.