Real-time audio diagnostics and validation for Unity 6. 20 panels, 12 scan rules, CI integration — zero overhead in shipped builds.Editor-only tool. No components added to scenes. Requires Unity 6000.0 or later. Supports Built-in, URP, and HDRP render pipelines. Mono and IL2CPP scripting backends supported. .NET Standard 2.1 required. Compatible with Disable Domain Reload. Runtime assembly excluded from player builds unless AUDIOATLAS_DEBUG is defined.Audio bugs are invisible until QA or release. Voice limits silently drop sounds. Stereo clips break 3D positioning. AudioSource components consume voice slots at zero volume. Mixer routing fails mid-project with no visible signal.Unity's built-in tools provide no real-time visibility into any of this.Audio Atlas gives you complete, live visibility from a single docked editor window — no scene setup, no code changes required to start.MONITORLive Sources tracks every active AudioSource with state, clip, volume, pitch, spatial blend, listener distance, priority, and mixer group — updated every 3 frames. Mixer Graph renders your full AudioMixer hierarchy as a visual node graph with live signal levels per group, populated via MixerAnalyzer. Event Log maintains a 512-entry ring buffer of play, stop, and voice steal events, exportable to CSV.INSIGHTHealth and Metrics displays a composite A–F health grade composed from five weighted sub-scores — Voice (25), CPU (25), Design (25), Steal (15), Mixer (10) — updated every ~0.5 seconds in Play Mode. The Insights panel surfaces ranked, actionable cards: clip spam detection (fire rate > 10 per second), co-occurrence detection (paired clips firing within 50 ms), and steal burst detection (3+ steals within 500 ms).ZERO PRODUCTION OVERHEADThe Editor assembly is fully stripped from all player builds. The Runtime assembly activates only when AUDIOATLAS_DEBUG is defined. Without that define, the compiler eliminates all tracking code and the bootstrap becomes a no-op — no runtime cost, no binary bloat.KEY FEATURESAudio Atlas is a 20-panel docked editor window that requires no scene setup and activates automatically on Play Mode entry. The monitoring layer gives you immediate visibility into your audio runtime. Live Sources tracks every active AudioSource in real time, exposing state, clip, volume, pitch, spatial blend, listener distance, priority, and mixer group. Mixer Graph renders the full AudioMixer hierarchy as a visual node graph with live signal levels per group. Event Log captures every play, stop, and voice steal event in a 512-entry ring buffer, with full CSV export when you need a record of a session.The analysis layer goes deeper. Project Scanner evaluates every AudioSource, AudioClip, AudioMixer, and AudioListener in your open scenes against 12 rules — AA-001 through AA-012 — categorised across Error, Warning, and Info severity. Five of those rules include one-click auto-fix with full undo support; Ctrl+Z restores the previous state and shows the exact rule ID in Undo history. Signal Chain traces the complete signal path from any selected AudioSource through the mixer hierarchy to the output bus. Source Inspector compares serialized and runtime property values side by side, highlighting fields where runtime modification has caused drift from the original configuration. Scene Heatmap renders a 3D audio activity density overlay directly into the Scene View, giving spatial context to what the source list alone cannot show.The intelligence layer operates continuously in the background. Health Score computes a composite A–F grade from five weighted sub-scores — Voice, CPU, Design, Steal, and Mixer — and updates every approximately 0.5 seconds in Play Mode. The Insights panel surfaces ranked finding cards for clip spam, co-occurrence, and steal bursts, each produced by a dedicated detection algorithm rather than static thresholds or heuristic guessing.Asset management covers the full project scope. Clip Search inventories every AudioClip in the project with sort, filter, duplicate detection, and unused clip detection, exportable to CSV. Memory Profiler reports per-clip runtime memory footprint alongside load type and compression format. Budget Guard enforces per-platform voice and memory budgets and raises live alerts when limits are exceeded.The tools layer supports deeper investigation and production workflows. Session Diff compares any two recorded sessions across six behavioral dimensions. Voice Drop Simulator estimates voice steal probability deterministically across 32 distance samples with no randomisation involved. Waveform Scope renders a real-time DSP waveform with zero per-frame heap allocation. CI Integration exposes a single -executeMethod entry point that runs a full blocking scan, writes a structured JSON health report to disk, and exits with code 0 for a clean result, 1 when issues are found, or 2 when the scan fails or times out. Build History records a health entry on every CI run and displays grade trends as a sparkline chart across builds.The underlying architecture is built for zero production impact. The Editor assembly is fully stripped from all player builds. The Runtime assembly is compiled out entirely when AUDIOATLAS_DEBUG is not defined — no tracking code runs, no binary size is added, and the bootstrap becomes a no-op. EventBus provides 32 typed events with 32 pre-allocated handler slots and raises events with zero heap allocation. AudioRegistry stores all runtime monitoring state in thread-safe pre-allocated ring buffers that are safe to read from editor panels in Edit Mode. Full Disable Domain Reload compatibility is maintained through SubsystemRegistration reset in the bootstrap lifecycle.SUPPORT + COMMUNITYDOCUMENTATIONQUICKSTARTFAQCOMMUNITY DISCUSSIONSBUG REPORTSDISCORDSUPPORT EMAILArchitectureThree independently compilable assemblies: AudioAtlas.Editor (editor-only, stripped from all builds), AudioAtlas.Runtime (conditional on UNITY_EDITOR or AUDIOATLAS_DEBUG), and AudioAtlas.Examples (editor-only, excluded from builds). The Runtime assembly has zero dependency on the Editor assembly — enforced via .asmdef configuration.Bootstrap activates via [RuntimeInitializeOnLoadMethod(BeforeSceneLoad)]. Two hidden GameObjects ([AudioAtlas_Root] and [AudioAtlas_Engine]) are created with DontDestroyOnLoad and HideFlags.HideAndDontSave. They do not appear in the Hierarchy and are not serialized.Registry and Event SystemAudioRegistry is a static class with pre-allocated ring buffers for SourceSnapshot (default 128), MixerGroupSnapshot (64), AudioEvent (512), and VoiceSteal (256). Ring buffer writes use Interlocked.Increment for thread safety. All arrays return non-null before initialization — safe to read from editor panels in Edit Mode.EventBus provides typed publish/subscribe across 32 events with 32 pre-allocated handler slots per event. Zero heap allocation on Raise. Handler failures are isolated per-slot via try/catch.Intelligence EngineClip fire-rate analysis uses an open-addressing hash table with linear probing (128 slots, 12-entry timestamp ring). Co-occurrence detection uses a 24-slot circular buffer with 50 ms pairing window. Steal burst detection uses a 16-slot ring with a 500 ms window and 3-steal threshold. Health score updates every ~0.5 seconds. Insight pool is pre-allocated at 32 InsightCard structs — zero allocation per tick.Scanner12 rules evaluated against every AudioSource, AudioClip, AudioMixer, and AudioListener in all open scenes. Severity levels: Error, Warning, Info. Auto-fixable rules: AA-001 (force stereo to mono), AA-003 (disable Play On Awake), AA-007 (restore volume to 1.0), AA-008 (set maxDistance = minDistance x 10), AA-009 (apply Vorbis q0.7 compression). All fixes register a named undo group.CI IntegrationCIBridge.Run() — invokable via Unity -batchmode -executeMethod. Calls ScanCoordinator.RunBlocking(), writes JSON health report (configurable path via AUDIOATLAS_REPORT_PATH), appends to BuildHistory. Exit codes: 0 = clean, 1 = issues found, 2 = scan failed. Individual rules suppressible via AUDIOATLAS_SUPPRESS_RULES environment variable.Supported Scripting DefinesAUDIOATLAS_DEBUG — activates full runtime monitoring in player builds (remove before release). AUDIOATLAS_DEV — enables internal developer warnings (not for end users).ConfigurationTwo ScriptableObject-backed config assets created automatically on first launch: AudioAtlasSettings (editor-only, Project Settings > AudioAtlas) and AudioAtlasConfig (runtime, loaded via Resources). Any settings change raises EventBus event SettingsChanged — panels react immediately.Editor Window20-panel docked EditorWindow. Sidebar collapses to icon-only below 900 px. Draggable resize handle (160–220 px range) persisted via EditorPrefs. Toolbar: Scan, Report, Pause, Clear, Settings, Docs, Overflow. Status bar: PLAY/EDIT state, active voice count, event count, steal count, health grade.RequirementsUnity 6000.0 (Unity 6) or later .NET Standard 2.1 Mono or IL2CPP scripting backend Built-in, URP, or HDRP render pipeline Editor platforms: Windows, macOS, LinuxAll systems and implementation are fully authored and reviewed by human developers.



