Adaptive music for Unity with beat-accurate transitions, stem layers, branching sections, intensity control, music zones, stingers and dialogue ducking through one simple API.| DOCUMENTATION |***No middleware or external dependencies.*****Make the music follow the game.**BeatSync Toolkit turns regular AudioClips into an adaptive score. Switch music states, change tracks, add or remove stem layers, branch between song sections, raise the intensity, play stingers and lower the score during dialogue. Transitions can happen immediately, on the next bar, at the end of a section or at an authored transition point.**Set it up in the Inspector.**Music Profiles store tracks, stems, playlists, timing and section rules as ScriptableObjects. Add a BSTConductor to the scene, assign a profile and press Play.Designers can control the score with Music Zones and test it through the Runtime Control Panel. Programmers can connect gameplay events through the static BST API. BeatSync Toolkit creates and manages its audio sources automatically.**Choose how the music reacts.**Use states for broad musical changes such as exploration, combat or low health. Use sections to move between Intro, Loop, Bridge and Outro. Stem layers and intensity control let you change the instrumentation while the track continues playing.Priority requests resolve cases where several gameplay systems ask for different music at the same time. Custom flags, track locks and zone overrides provide additional control when a scene needs more specific behavior.**Included with the package**The main package contains a Built-in Render Pipeline demo scene, demo profiles, full-mix audio, stem-based audio, a section-based example track, stingers and an in-game Runtime Control Panel.Optional URP and HDRP packages are included for their pipeline-specific demo content. Install the main package before importing either optional package.A complete offline PDF manual is included. Additional online documentation is available in English and Turkish.• One static API through the BST class. The manager is created automatically and does not require scene setup boilerplate.• Beat and bar clock based on AudioSettings.dspTime. Track starts and transitions are scheduled with PlayScheduled.• ScriptableObject Music Profiles store states, tracks, playlists, stem layers, sections, timing and transition rules.• Named music states can contain one or more tracks with auto-advance, shuffle and track-lock options.• Stem layers support individual clips, target and standby volumes, fade times and separate manual or intensity-based control.• Intensity uses a 0 to 1 value to control layers through thresholds or volume curves. Hysteresis, smoothing and per-track overrides are supported.• Sections can represent forms such as Intro, Loop, Bridge and Outro. Branching rules can use music state, intensity, active layers, custom flags, loop count and track lock.• Authored exit bars and transition points allow sections to leave at musically valid positions.• Transition modes include Immediate, OnNextBar, OnSectionEnd and OnNextTransitionPoint. Crossfades and A/B source handoff are supported.• Music Zones can override the active state, profile, intensity, layers or track lock. Nested zones are resolved by priority.• Priority requests allow systems such as combat, low health and cutscenes to request music at the same time. Requests are resolved by priority and identifier.• Custom flags provide simple boolean conditions for section branching.• Named stingers can play immediately or on the next bar. Direct AudioClip playback is also supported.• Dialogue ducking can lower the main score with optional layer and stinger ducking.• The Runtime Control Panel provides in-game controls for playback, states, tracks, layers, sections, intensity, requests, stingers and ducking.• The Runtime Control Panel works with both the legacy Input Manager and the new Input System.• Editor tools include custom inspectors, asset creation menus and a Validate Project window for detecting profile, zone and timing mistakes.• Render-pipeline independent. Supports the Built-in Render Pipeline, URP and HDRP.• No external dependencies. TextMeshPro and uGUI are not required.• Requires Unity 2022.3 LTS or newer. Also tested with Unity 6.• Demo content includes a demo scene, Music Profiles, full-mix and stem-based audio, a section-based example track, stingers and a demo player.• A complete offline PDF manual is included in the package. Additional online documentation is available in English and Turkish.Optional URP and HDRP packages contain pipeline-specific demo content only. They are not standalone packages and do not include the Runtime, Editor, Prefabs, Documentation, package.json or the core API. Import the main package first.


