Implement audio in one line of code, or with no code at all. Sounds, music, playlists, dynamic music, effects, zones and real occlusion - optimized and easy for all skill levels ;D🟧 Sounds Good has come to streamline and simplify your work. This audio manager will help you implement sounds, music, playlists, dynamic music, audio effects, occlusion and multiple audio channels in your games. It's designed to be user-friendly and easy to use, and it now works two ways: you can implement audio with a single line of code, or without writing any code at all, straight from the Inspector. Both approaches share the same options, and you can mix them freely.TWO WAYS TO WORK 🎛️From code: create your audio, chain Set methods to configure it, and call Play(). One line is enough to get a sound in your game.From the Inspector: drop an Emitter component, configure it visually, and play it from a UnityEvent or from code. No scripting required.WHAT YOU CAN DO WITH IT ⭐Sounds, Music, Playlists and Dynamic Music: four audio types with one consistent API. Queue tracks with automatic fades between them, or stack music layers and blend their volumes in real time as the game changes.Audio Emitters: the entire API in the Inspector. Sound Emitter, Music Emitter, Playlist Emitter and Dynamic Music Emitter, each with test buttons in Play Mode, UnityEvent callbacks, and full access from code whenever you need it.Audio Occlusion: walls actually block sound. It works out of the box, and you can create your own occlusion materials to decide how much each surface muffles, so a thin window lets more sound through than a concrete wall. Stacked surfaces combine the way real ones do.Audio Effects: combine reverb, echo, chorus, distortion, filters, volume and pitch into your own presets, with a live preview while you design them. Apply them to a whole area with Effect Zones, directly to a single sound, to an entire output, or globally, and fade them in and out at runtime.Audio Effect Zones: place a zone and choose what it reaches. Process only the sounds inside it, so a sound in a cave is heard with the cave's reverb from anywhere. Or process the listener, so the whole mix changes the moment you step in.Music Zones: give every area of your level its own music. The tavern has its theme, the forest has another, and they crossfade as you walk between them, without ever restarting.Collision Sound: impacts sound as strong as they really were. The harder the hit, the louder it sounds, with no configuration.Random Ambience: random sounds at random intervals, from random places around you. Forests, caves and old houses that feel alive without a single loop.Audio Triggers: play when you enter, stop when you leave, or fire on any event you choose. One checkbox instead of one script.Multiple Audio Channels: create as many audio outputs as your game needs. Type a name, press CREATE, and the mixer group is built and wired for you, replacing the manual steps in Unity's Audio Mixer that leave an output silent if you get one of them wrong.Time Scaling: choose per sound whether it follows Time.timeScale or ignores it, so your slow motion pitches the world down while the menu music keeps playing at normal speed.WHY SOUNDS GOOD 🚀Ease of use: a straightforward system for implementing audio in your games, accessible at any skill level, from code or from the Inspector.Performance optimization: object pooling and compression presets keep your CPU, RAM and memory usage down, so all of the above costs you less than doing it by hand.Efficient workflow: no more dragging AudioSources into your scene, no more strings scattered across your code, no more wiring the Audio Mixer by hand. You name your sounds once and use them everywhere, with autocompletion.Configurability: configure and customize your audio by chaining methods, and reuse those configurations wherever you need them.Editor windows: create your audio, manage your collections, route your outputs and design your effects and occlusion materials, all from visual windows built into the editor.Two demo scenes included: one built entirely with code, one built with emitters, so you can see both workflows running.DOCUMENTATION 📖If you need help using it, you can read the documentation in English or Spanish. Here you will find each and every class along with their methods and properties, along with their respective descriptions..ENGLISH DOCUMENTATION (EN)SPANISH DOCUMENTATION (ES).Don't think twice and use SOUNDS GOOD to make your game sound better! 😄FEATURES:Two ways to work: one line of code, or no code at all from the Inspector.Emitter components for Sounds, Music, Playlists and Dynamic Music.Extensive and chainable audio configuration system.Dynamic Music with layers you blend in real time, plus a master volume.Playlists with automatic fades between tracks.Real-time Audio Occlusion with custom materials, so every surface muffles its own way.Audio effects you create yourself: reverb, echo, chorus, distortion, filters, volume and pitch.Effect Zones to apply your effects to an area, to the sources inside it or to the listener.Music Zones to give every area of your level its own music.Collision Sound, Random Ambience and Audio Triggers, ready to drop into any object.Object Pooling-based system to ensure the best performance.Compression presets to your audio for optimized memory, RAM, and CPU usage.Audio Silence Trimmer to cut clip latency and convert your files to WAV in one pass.Ready to create multiple audio channels, built and wired for you.Time scaling per sound, so slow motion never touches your menu music.System ready to implement audio playback callbacks, as code actions or UnityEvents.Visual tools to enhance usability.Encapsulated system in assemblies to avoid errors.Two demo scenes included: one built with code, one built with emitters.Works on URP and Built-In.Plug and play.SUPPORTED OS:WindowsLinuxmacOSAndroidiOSWebGLThe package's design is not AI-generated. Its architecture, API, editor tooling and feature set were designed and built without AI, and the asset has been published and maintained since 2022.AI is used as a coding assistant during development: implementing features that were already designed, refactoring existing systems, reviewing code for bugs, and debugging. It has also made it possible to complete systems that had been planned for a long time, such as audio occlusion and audio effects.All code that ships is reviewed, tested and integrated manually. No AI-generated audio, art or other content is included in the package.




