Survival Horror Audio Director Toolkit (for Unity)
SCG Audio
$46.19
$65.99
30%OFF
(no ratings)
Jump AssetStore
Pre-integrated survival horror audio for Unity: 7-state adaptive music, ambient zones with reverb, stingers, SFX banks, plus the 62-file WAV pack. Native AudioMixer — no middleware.Verified on Unity 2021.3 LTS, 2022.3 LTS, and Unity 6 (2020.x and below not supported). Unity built-in audio only (AudioMixer + AudioSource) — no FMOD, Wwise, other middleware, or Asset Store dependencies. Works with both the legacy Input Manager and the new Input System; the runtime has no input dependency. No native plugins — runs on all Unity build target platforms.SCG Audio - Survival Horror Audio Director Toolkit (for Unity) is aproduction-ready adaptive audio framework plus a complete survival horror audiolibrary, delivered as one working whole: content, state machine, runtime,demo scene, and documentation. Drop it into your project and hear a designed,tension-driven soundscape the same day — not a folder of WAVs.Built entirely on Unity's native audio (AudioMixer + AudioSource). No FMOD, noWwise, no external dependencies.Adaptive Music System- 7-state music state machine (SaveRoom / Safe / Unease / Threat / Chase /NoMusic / Title) with smooth crossfades; NoMusic silences music whileambience and SFX keep playing.- Dynamic music layering: 1 always-on bed + up to 4 synced layers per track;intensity fades layer audibility instead of restarting layers.- StemMix runtime control: mute/solo layers by index or label name.- Designer-authored state transition fade times via a singleStateTransitionSO asset.Adaptive Mixing (Intensity + HP)- `SetIntensity(0..1)` drives synced music layer audibility and optionalmusic attenuation (configurable 0 to -12 dB on top of your own base volume).- HP/Heartbeat drives a music low-pass filter: idle above the configured HPknee, sweeping toward 800 Hz near zero HP.- ConditionalPlayback: parameter-driven sound (heartbeat rate by HP,breathing by gender) with String / Float / Bool parameter types.Ambience & Reverb- AmbientZone system with reverb presets (Off / SmallRoom / LargeRoom /Outdoor / Cathedral), zone priority, and smooth enter/exit fades.- Per-layer looping or random-interval ambient playback.- StopAll / ResumeAll with zone-aware ambience suspend and restore.Stingers & SFX- Adaptive stinger banks (Death, Discovery LV1-LV3, Resolve, Door Unlock,Game Start) with per-asset intensity gating.- General-purpose one-shot SFX banks (`SfxBankSO`): clip variations, pitchrandomization, and per-bank mixer bus targeting — for gunshots, UI,footsteps, impacts, pickups, and any category you add.Designer & Editor Tools- 9 custom inspectors covering the SCG Audio asset types, with use-casetooltips, validation warnings, and multi-select editing.- Custom Track Importer (Tools > SCG Audio > Custom Track Importer): dragyour own WAV/AudioClip assets to auto-create a MusicTrackSO and bind it toa state — swap in your own music without touching code.- One-click reverb snapshot repair utility.- Demo scene with key-driven testing of the core runtime features.- Optional `AISkills/SKILL.md`: teaches AI coding assistants the real SCGAudio APIs and asset names, so generated integration advice stays accurate.Included Audio Content (the complete Audio Content Pack)The bundled audio is a complete, human-composed survival horror library inspiredby 1990s classic survival horror games — the same 62-file Audio Content Packsold separately, included here in full. Not placeholder sounds: designed,tension-driven cues ready to drop into your game or to swap for your own.- 62 WAV files, 24-bit / 48 kHz stereo source masters.- Music: Full Mix cues plus beds, intros, and stem/layer components for everystate — Chase (with a seamless loop and a stereo intro), Threat, Unease, Safe,SaveRoom (Default + two variations), and Title.- Ambience: layered loops for corridors, sealed rooms, and outdoor ruins.- SFX: UI, item, gunshot, heartbeat, breathing, and demo footstep sounds.- Stingers: Death, Discovery, Resolve, Door Unlock, and Game Start cues.- Every WAV is composed and sound-designed by hand — no AI-generated audio.Import / Use1. In Unity, choose `Assets > Import Package > Custom Package...`.2. Select the Toolkit `.unitypackage` and import all assets.3. Open `Assets/SCGAudio/HorrorPack/DemoScene/SCGHorror_MinAudibleDemo.unity`, press Play, and use the on-screen HUD keys.4. Start with `Assets/SCGAudio/HorrorPack/Documentation/SCGHorror_QuickStart.md`.Included Documentation- QuickStart, Customization Guide, Troubleshooting, Naming Checklist, CHANGELOG- AI skills file (optional)- Content: 62 source WAV files, 24-bit / 48 kHz, stereo.- Runtime: Unity native audio (AudioMixer + AudioSource) with C# MonoBehaviour controllers; no external plugins or middleware.- Architecture: 7-state music state machine; 1 always-on bed + up to 4 synced dynamic layers per track; ScriptableObject-driven configuration (music tracks, ambient zones, stinger/SFX banks, conditional playback, reverb presets, state transitions).- Adaptive control: intensity-driven layer audibility and music attenuation; HP-driven music low-pass and conditional playback (heartbeat, breathing).- Editor: 9 custom inspectors, a drag-and-drop Custom Track Importer, and a reverb snapshot repair utility.- Included: a playable demo scene, full documentation, and an optional AI-assistant skill file.- Compatibility: runtime-verified on Unity 2021.3 LTS, 2022.3 LTS, and Unity 6 (2020.x and below not supported); render-pipeline independent (Built-in / URP / HDRP / custom RP); works with both the legacy Input Manager and the new Input System.Requirements & Compatibility- Runtime-verified on Unity 2021.3 LTS, 2022.3 LTS, and Unity 6.(Unity 2020.x and below are not supported.)- Unity native audio only — no middleware or external packages required.- Audio-only package: render-pipeline independent (Built-in / URP / HDRP /custom RP).- Works with either Input Manager or the new Input System (demo scene inputwrapper supports both; the runtime itself has no input dependency).Additional Compatibility InformationAudio-only package — render-pipeline independent; works with Built-in, URP, HDRP, and any custom SRP. Verified on Unity 2021.3 LTS, 2022.3 LTS, and Unity 6 (2020.x and below not supported). Unity built-in audio only (AudioMixer + AudioSource) — no FMOD, Wwise, middleware, or Asset Store dependencies. Works with both the legacy Input Manager and the new Input System.The C# integration scripts and parts of the documentation were written with the help of AI coding assistants, then reviewed, edited, tested in the Unity Editor, and integrated by the developer. The audio system architecture, API design, and mixer routing are human-authored. All audio content — every music, ambience, SFX, and stinger WAV — is created entirely by a human composer/sound designer, with no AI-generated or AI-assisted audio, and no AI-generated art or media is included.





