378 game sounds: 42 events in 3 matching styles (Retro, Cartoon, Arcade), 3 variants each. Drop-in 2D/3D player, no-code emitter, demo scene.Jump, coin, explosion, level complete: the sounds almost every casual game needs, in three styles that each sound like one game.WHAT IS INSIDE- 42 sounds: jump, double jump, land, footstep, dash, slide, bounce, spring, coin, gem, pickup, power-up, heal, key, extra life, shoot, laser, hit, hurt, punch, sword, bow, explosion (big and small), shield, enemy death, player death, magic, teleport, freeze, fire, door open and close, chest, switch, splash, bubble, break, throw, checkpoint, level complete, game over.- 3 styles: Retro (8-bit), Cartoon and Arcade.- 3 variants of every sound, so repeated jumps and coins never sound mechanical.- 378 WAV files, 44.1 kHz, 16-bit mono, peak -3 dBFS, no silence before or after.READY TO USE- Game SFX Player: overlapping voices, random variant without repeats, subtle pitch variation, anti-spam interval for footsteps and coin chains.- 3D playback in one line: GameSfxPlayer.PlayDefaultAt(GameSfx.Explosion, position);- Game SFX Emitter: play on spawn, collision or trigger (2D and 3D), or from a UnityEvent or animation event, without code.- Restyle the whole game at runtime by swapping one library asset.- Demo scene with a sound browser (IMGUI, works with either input system).- Import settings already tuned: Decompress On Load, PCM.- Add your own sounds with the same naming and rebuild the libraries from the menu.TECHNICAL- Unity 2022.3 or newer. Audio only, so Built-in, URP and HDRP all work.- Every sound is synthesised from oscillators, noise and filters. No samples, no third-party recordings.- PDF manual with the full sound list included.Audio file types: WAV (378 files)Sample rate: 44.1 kHzBit depth: 16-bitLoopable: No (one-shot game sounds)Additional: mono, peak -3 dBFS, 3 styles x 42 sounds x 3 variantsScripts: GameSfxPlayer, GameSfxEmitter, GameSfxLibrary (ScriptableObject), GameSfx ids, library rebuilder (Editor), demo browserDemo scene included, PDF manual includedNo generative audio model was used. Every sound is synthesised by our own Python code from oscillators, noise and filters. That synthesis code, the C# scripts, the documentation and the listing text were written with Claude (Anthropic) on the publisher's direction; every sound was reviewed and selected by the publisher.




