A complete, editor-first audio management toolkit for Unity with Audio Events, mixer integration, code generation, validation, optimisation, runtime monitoring, and flexible playback controls.Audio Toolkit – Complete Audio System is a data-driven audio management solution designed to replace scattered AudioSource calls with a centralised, organised, and easy-to-debug workflow.Built around ScriptableObjects, the toolkit lets you create reusable Audio Events, organise them by category and subcategory, configure playback behaviour, connect them to Unity Audio Mixer groups, and trigger them through generated, strongly organised IDs.The included dashboard provides one workspace for managing audio assets, events, categories, mixers, validation, optimisation, and runtime debugging.Key FeaturesAudio Event Authoring: Create reusable ScriptableObject-based Audio Events with multiple clips, per-clip volume and pitch, random or sequential playback, looping, priority, and variation controls.Flexible Runtime Playback: Play standard, one-shot, delayed, overlapping, and smoothly faded audio, with AudioHandle controls for stopping, pausing, resuming, muting, and adjusting volume or pitch.Organised Audio Categories: Group Audio Events into categories and subcategories, then map them to dedicated AudioSources and mixer groups for a clean, scalable audio structure.Unity Audio Mixer Integration: Route Audio Events through Unity Audio Mixer groups and control exposed parameters using perceptually smooth logarithmic volume conversion.Automatic Code Generation: Generate organised Audio Event IDs and mixer parameter constants in AudioUtility.cs, reducing raw strings and preventing typing errors.Project Validation: Detect missing clips, duplicate IDs, invalid values, missing mixer groups, and other configuration issues, with severity-based results and direct asset navigation.Audio Optimisation Tools: Scan the project or audio database for large clips, unused assets, missing references, compression concerns, and duplicate clip assignments.Runtime Monitor: View active AudioSources, clips, channels, playback states, volume, pitch, and missing assignments during Play Mode, with quick locate and stop controls.Editor-First Workflow: Manage audio assets, events, categories, mixers, validation, optimisation, runtime monitoring, and settings from one dockable Unity Editor dashboard.Customisable and Genre Independent: Configure categories, playback behaviour, mixer routing, generated IDs, and event settings to suit any project size or game genre.RequirementsUnity Version: Unity 2022.3 LTS or higherSupported WorkflowsScriptableObject-based Audio Event creationRandom and sequential clip playbackOne-shot, looping, delayed, and overlapping audioFade-in and fade-out playbackRuntime pause, resume, stop, mute, volume, and pitch controlsCategory and subcategory organisationUnity Audio Mixer group routingAutomatic Audio ID and mixer parameter generationAudio validation and optimisationLive runtime audio monitoringValidation and OptimisationDetects missing clips, null references, duplicate IDs, and invalid valuesIdentifies missing mixer groups and priority issuesScans for large, unused, duplicated, or poorly compressed audio clipsProvides severity-based results and direct asset navigationPerformanceCentralised audio management reduces repeated setup across scriptsAudio Events and generated IDs support an organised runtime workflowThe Runtime Monitor refresh interval is configurableLogarithmic mixer volume conversion provides natural volume controlSupport and FeedbackWe value your feedback and are here to help!Reach out to 300 Mind via our contact page, email us directly, or join our Discord community for support, updates, and discussions.Our team is ready to help with any questions you might have about setup, implementation, or customization.




