
🔥 Take Unity's Audio System to the next level
🎵 Audio events, ambient sounds, advanced affectors, and full extensibility, efficient, and highly allocation-free 🚀<<< FOR AN EXCEPTIONAL PRICE ONLY FOR A LIMITED TIME >>>⭐ No subscription fees or revenue share - just a one-time purchase! ⭐Ready to use with Unity 6 and 2021.3.37+This asset pack harnesses the power of Unity's audio system and takes it to the next level. With a nicely architectured, modular, highly extensible, and efficient implementation, it's never been more enjoyable to implement audio in your games without needing to write code.🎮 Perfect for all projects ranging from quick mobile prototypes to AAA console games!Effortless Audio Event Handling - Quickly set up audio events using our Audio Events component, to seamlessly trigger sounds from UI elements and world objects.Robust Player Components & API - Enjoy easy-to-use and efficient API. All operations are allocation free (except for graphs) and can be triggered via script with minimal overhead.Advanced Affectors - Effortlessly add complex effects to audio. Whether it is simple effects like cross-fading and pitch adjustments or advanced ones like occlusion (sound adjustments behind obstacles) and limiting the playback frequency of a clip or a group of clips.Flexible Audio Grouping - Group similar sound effects (such as footsteps) in an Audio Group asset with options for randomizing playback without repeats, ensuring each clip has an equal chance to shine.Ambient Sounds Made Simple - Create immersive audio environments with three ambient sound modes: Dynamic Point: For sound played along an object (think a flowing river). Inside Bounding Box: Ideal for area-based ambiance (such as a forest or underwater). Static Point: Perfect for fixed audio sources in your scene.Comprehensive Music Handling - Configure music playback in both 2D and 3D modes. Use our preconfigured modules (like Single Clip or Playlist) or take full control via code for a tailored experience.Visual Audio Graphs (EXPERIMENTAL) - Build complex audio logic visually with our Audio Graph system (think Shader Graph for audio). (Note: Graphs are the only feature that is not allocation-free. Please keep in mind that this feature is still experimental and subject to major changes in the future)Seamless Addressables Integration - Benefit from built-in support for Unity's Addressables package. Manage addressable audio clips and groups, and use preloading zones to ensure smooth, asynchronous loading during gameplay.Animator and Particle System Integration - Play audio using animation events or when particles are spawned or destroyed in a Particle System.Developer-First Flexibility - With simple, intuitive editor user interface and full source code available, you can extend any feature to suit your needs - from creating your own affectors or music modules to customizing core functionality. Enjoy dedicated Discord support to connect with our community and get help whenever you need it.Note: There are some extra demo files NOT included in the package file. Visit the website for more information.Efficiency:Almost everything is allocation-free, with efficient algorithms for low CPU usage. Audio sources are not spawned if unnecessary, such as the listener being too far from the audio source.Events System:Define all one-shot audio clips of your project in a single place on your scene and trigger those events from anywhere, be it input, collisions, component lifecycle, UI, or your scripts. It's a breeze to categorize and manage these event handlers and make batch changes. It's perfect for fast prototyping since you can define your events and then come back later to assign audio clips without the hassle of locating your trigger points scattered in different components all over the hierarchy. This approach opens up numerous possibilities, such as fading out all the game sounds in a scene to transition to another world by simply disabling the event player components, or switching sound effects based on the theme.Affectors:Control every audio parameter efficiently and easily with Affectors. Whether it is as simple as Unity's audio filters such as reverb, or complex effects like the occlusion effect. Affectors are not just filters, but much more than that. For instance, they can help you save resources by not playing any sound effects if the playback position in the world is too far from the listener.Ambient Sounds:Play looping sounds, whether it's supposed to play at a point; or inside a whole environment like a crowded restaurant; or over the collider of an object, such as a river. Naturally, when you get too far from the source, the responsible audio source is recycled to save resources.Audio Graphs:Implement complex audio logic without writing code using a graph.Integrations:- Seemless integration with Addressables. This is optional, but treated like a first-class citizen as part of most of the features. You can define zones on your scene to load addressable clips in the background, ready to play when the time comes.- Unity's Visual ScriptingAPI:Painlessly play any sound effect with code, and take full control of the playback, by modifying reusable Audio Sources, modifying pitch or volume or any other properties of the sound. Gracefully stop or kill the sound effect at any time. You could directly asynchronously await the played sound effects, or yield return them in coroutines. Using affectors in your scripts and accessing players by their alias make the development more convenient and enjoyable.Extensibility:All features can be extended by extending the corresponding base classes. There usually is a "new script" option included in the editor for convenience.