
A lightweight audio manager for Unity with an easy-to-use API, featuring a powerful audio framework, playback control, random pitch, fading, audio groups, audio mixer support and more...The HawaHawa Audio System is a lightweight and powerful audio framework designed for seamless integration into Unity projects. Featuring an easy-to-use API, it provides a robust audio manager that simplifies sound playback, randomization, fading, and mixer group implementation.This package consists entirely of code and does not depend on any specific rendering pipeline. It is fully compatible with all Unity environments, including Built-in Render Pipeline (BRP), Universal Render Pipeline (URP), and High Definition Render Pipeline (HDRP), as well as any custom setups. Users can integrate it seamlessly into any Unity project without concern for rendering compatibility.This system is highly customizable, allowing developers to fine-tune every aspect of their audio setup. Whether you need precise sound control, dynamic variations, or optimized performance, this framework delivers a flexible solution for all types of games and applications.Key FeaturesLightweight & Optimized – Minimal performance overhead, ideal for any game or Unity project in general.Easy-to-Use API – Simple and intuitive implementation with minimal coding required.Powerful Audio Manager – Minimal and easy system for handling all types of audio playback and controls.Audio Groups – Organize multiple sound variations (e.g., footsteps, gunshots) and play random clips dynamically.Random Pitch & Fading – Add natural pitch variation and smooth Fade in / Fade out transitions to sounds.Mixer Group Integration – Route sounds directly through Unity’s Audio Mixer.Create an amazing audio design in seconds - just import the package and start coding with no setup required. The HawaHawa Audio System suits any project, providing a flexible API and efficient design that make audio management effortless, empowering developers to craft immersive soundscapes with ease.I used large language models (LLMs) to assist with coding during the development of my package, specifically Cursor with Claude 3.5. The AI served as a helping tool, providing suggestions, optimizations, and debugging assistance, but it did not generate the entire package. All final implementations, refinements, and decisions were made by me to ensure the quality, efficiency, and uniqueness of the framework.