Drop-In XR Motion Audio Engine — Full Locomotion Automated Audio (Steps, Turns, Jump/Land, Controller-Driven Hand Motion).
Zero Setup. Preset-Driven. Auto-Binding.NeuroSonic Motion Audio Engine is a plug-and-play XR locomotion audio system for Unity.Default XR movement is silent.This engine makes locomotion spatial, responsive, and immersive — without input wiring, custom pipelines, or manual setup.Just import the package, drop the Motion Engine prefab into your scene, press Play — and full motion audio becomes instantly active.Built on a coordinate-based architecture and fully preset-driven for scalable customization.Key FeaturesFull locomotion coverage — Steps, Snap/Smooth Turns, Jump, Land, Controller MotionCoordinate-based system — no XR input events requiredZero setup — works immediately after importAuto-binding — automatically detects XR rig and controllersPreset-driven architecture — switch motion styles instantlyVoice Layer support — optional expressive character layerSpatial audio ready — head-locked and 3D body layersController motion audio emits from controller positions and dynamically reacts to movement speed (volume & pitch modulation)Designed ForXR / VR projectsPrototyping and productionDevelopers who want physically reactive motion audio without XR wiringTeams building scalable XR audio pipelinesCompatibilityNo dependency on XR Interaction Toolkit (demo scene uses it only)Coordinate-based — expected to work with any XR setupDeveloped and tested on Meta Quest 3Tested on Unity 2022.3 LTS and Unity 6000.3Expected to work on Unity 2022.3+Expected to work with most modern XR runtimesNotesThis is v1.0 of the Motion Audio Engine.Preset packs and additional motion styles are designed as expandable extensions.What’s IncludedNeuroSonic Motion Engine prefabMotion tracking system (Tracker + AutoBinder)Step / Turn / JumpLand / Controller Motion modulesPreset system with Default PresetVoice Layer system supportExample demo sceneInspector Reference Manual (PDF)AI-assisted code: initial drafts of 12 C# scripts; reviewed, edited, tested, and integrated by the publisher




