A lightweight and deterministic audio framework for Unity.
Simple to use, production-safe, with queueing, anti-spam protection, runtime debugging, and zero-code designer workflows.🎧 Woi Audio SystemClean. Simple. Deterministic. Production-Ready.🧩 Simple to UseAdd AudioSystem → Create SoundDefinition → Call Play()That’s it.No setup chaos. No hidden magic. Just structured audio.🎮 Live DemoTry the system directly in your browser or pc:🔗 WEB DEMO | PC DEMOImportant Note:This package does not include any music, sound effects, or demo audio clips.Any audio used in preview videos, promotional content, or demonstration materials is for presentation purposes only and is not included in the package.👨🎨 Designer-FriendlyAll behavior lives inside SoundDefinition.No hardcoded rules.No scattered logic.Use AudioTrigger for zero-code playback.Designers control behavior. Programmers just send intent.🚀 Why Developers Choose It🧠 Deterministic PlaybackNo unpredictable overlap. Clear execution rules.⚡ Optimized & SafeZero runtime allocations during playbackAudioSource poolingGlobal voice limit protectionSafe shutdown handling🔁 Advanced When NeededQueue systemSequence / Random / QueueAllSingleGlobal rulesCooldown & anti-spamRuntime queue control🔍 Built-In Debug WindowSee active soundsSee queued soundsSkip / Clear instantlyNo more “Why is this not playing?” questions.🎮 Built for Indie PC DevelopersPerfect for:• Story-driven games• UI-heavy projects• Dialogue systems• Audio-sensitive mechanics• Small teams that need structureLightweight enough for indie scale.Structured enough for production.📚 Well documented🤝 Ongoing support🧱 Clean architecture⚙ Production-safeWoi Audio System keeps audio predictable, optimized, and scalable — without overengineering.Unity Version: 2021.3 LTS or newerRender Pipeline: Built-in / URP / HDRP compatiblePlatforms: All Unity-supported platforms (PC, Mobile, VR, Console*)Dependencies: None (no third-party packages required)Audio Middleware: Uses Unity’s native AudioSource systemArchitectureCentralized AudioSystemData-driven SoundDefinitionStruct-based PlayContext (no runtime allocations)Deterministic QueueControllerPooled AudioVoice instancesRuntime Debug Window (Editor only)Layered Flow:AudioTrigger → AudioSystem → QueueController → AudioVoice → AudioSourcePerformance & OptimizationZero runtime allocations during playbackNo LINQ usageNo reflectionNo dynamic GameObject creation during playAudioSource pooling (no instantiation spikes)Global voice limit protectionDeterministic voice stealingSafe shutdown handlingSuitable for:Mobile projectsVR applicationsUI-heavy systemsDialogue-heavy gamesLong-running sessionsFeaturesQueueAllClip selection modes:SingleSequenceRandomWeightedPer-sound or per-category queueingCooldown & anti-spam protectionSingleGlobal instance modeProtected voicesDelay modes (Fixed / RandomRange)Runtime queue control (Next / Prev / Skip / Clear)PlayContext temporary overridesZero-code AudioTrigger componentEditor Debug Window (Active + Queued sounds)Code QualityNo static global state corruptionNo hidden runtime editor couplingClear public API surfaceDeterministic execution orderSafe under heavy loadDocumentationStructured workflow documentationAPI reference examplesUsage best practicesPerformance notesCommon mistake guidanceAI was used as a productivity assistant for documentation drafting, wording refinement, and high-level architectural review. All core logic, system design, and implementation were created and verified manually.




