Pure ECS wrapper for native FMOD C-API. Zero GC, Burst-compiled 3D audio dispatching, async raycast occlusion, and automatic memory leak protection for high-performance DOTS games.The core Audio Dispatcher system is 100% Render Pipeline agnostic and works in Built-in, HDRP, and URP. However, the included Demo Scenes use Entities Graphics and custom HLSL shaders designed strictly for URP. In non-URP projects, the audio works flawlessly, but demo materials will appear pink. Please use a URP project to view the visual demos correctly.Advanced Audio Dispatcher for DOTS is a high-performance, thread-safe, and zero-GC bridge between Unity's Data-Oriented Technology Stack (DOTS) and native third-party audio engine APIs.Designed from the ground up for performance-critical systems, this asset provides a pure ECS wrapper that avoids the overhead of traditional managed-object tracking. By communicating directly with native C-libraries, it keeps your project incredibly lightweight and highly optimized.PERFECT FOR HIGH-DENSITY GENRESWhether you are building a massive RTS, a City Builder, a Bullet Hell, or a fast-paced FPS, Audio Dispatcher can handle thousands of audio requests per frame without dropping a single frame or allocating garbage.CUSTOMIZABLE & DEVELOPER FRIENDLYYou don't have to sacrifice usability for performance. The asset includes a professional, allocation-free Fluent Builder API for programmers, and a Proxy API with Custom Property Drawers for Level Designers and Animators.IMPORTANT LICENSING NOTETo comply with third-party licensing terms, native audio binaries are NOT included in this package. This asset is an integration tool that requires the official third-party audio engine plugins to be present in your project. The system features Graceful Degradation and will safely suspend audio processing without crashing if the required libraries are missing.RENDER PIPELINE COMPATIBILITYThe core system is 100% Render Pipeline agnostic (Built-in, URP, HDRP). Note: The included Demo Scenes require URP and Entities Graphics to render visuals correctly.LEGAL DISCLAIMERFMOD is a registered trademark of Firelight Technologies Pty Ltd."Advanced Audio Dispatcher for DOTS" is an independent integration bridge developed by Sniveler Code. It is not affiliated with, sponsored by, authorized by, or endorsed by Firelight Technologies Pty Ltd. This package does NOT contain any FMOD Studio binary files (.dll, .so, .dylib, etc.). To use this integration, you must separately obtain a valid license for FMOD Studio and download the official FMOD for Unity integration.Key Features:• Pure Burst & Job System: Dispatch audio events directly from inside your IJobEntity using a thread-safe Fluent Builder API.• Extreme Memory Packing (Zero GC): No managed objects, no strings at runtime. Events are packed into 96-byte cache-line aligned structs using half-precision and C# Unions for maximum CPU cache efficiency.• Asynchronous Raycast Occlusion: Built-in, multi-threaded audio occlusion using RaycastCommand. Smoothly muffles sounds behind walls without blocking the Main Thread.• Idiomatic ECS Lifecycle (Shadow Entities): Forget about manual audio cleanup. Looping sounds automatically create lightweight entities that track your targets, update 3D attributes (including Doppler velocity), and smoothly fade out when the target entity is destroyed. 100% memory leak proof.• Stringless Code Generation: Audio IDs use stable 64-bit FNV-1a hashes to guarantee zero collisions. Buses, VCAs, and Global Parameters are automatically extracted from .strings.bank and baked as native FmodGuid and 64-bit IDs.• Smart Culling & Virtualization: The system automatically reads the MaxDistance property directly from your FMOD Studio project. Sounds outside the listener's range are automatically culled (One-Shots) or paused/virtualized (Loops) to save CPU and FMOD DSP channels.• Visual Debugger: A powerful, in-editor Scene View debugger. Visualizes sound radii, playback states, and occlusion percentages in real-time.• Proxy API: Seamlessly trigger DOTS audio and control buses from standard Unity UI buttons, MonoBehaviours, or Animation Events.AI tools were used strictly for marketing and presentation purposes. Specifically, AI text generators were used to assist in writing and refining the Asset Store descriptions, marketing copy, and documentation. Additionally, AI image generation tools were used to create the promotional artwork and cover images for the store page. All core code, architecture, and logic were created entirely by hand.



