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Simple Audio Manager

On Sale
$9.99
$9.99
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RESOLD HERE, I RECOMMEND BUYING IT ON THE UNITY ASSET STORE WHEN AVAILABLE THERE.


A sleek, simple, and efficient Audio Manager for Unity.


A lightweight and easy-to-use code-driven audio system that handles a good chunk of what someone may need without all of the fat of some of the larger audio systems.


Features:

  • Organize and Play your audio efficiently via an AudioLibrary system, allowing for you to call upon an audio by using a string instead of a reference to the clip itself.
  • Organize and Play full playlists of audio via the AudioLibrary system with shuffling and looping.
  • AudioZones for ambience or music changes with customizable crossfade.
  • Callbacks to major events for ease-of-use.
  • Separate volume for Master, Music, and SFX for easy interfacing with a settings menu.
  • Custom Editors for ease-of-use.
  • Per-sound settings. Each sound has custom pitch randomization, spatial blend, volume, looping, and even categories.
  • Crossfading with configurable timing.
  • Simplistic API and Singleton structure.
  • Full source code.
  • Audio Mixer Group support.
  • Support several clips per track for variations.


Methods:

  • AudioManager.PlaySFX(string id); - Play an Audio by its assigned ID.
  • AudioManager.PlaySFX(string id, Vector3 position) - Play an audio by its assigned ID at a position.
  • AudioManager.PlayMusic(string id, fadeIn = 0f) - Play an audio by its assigned ID with optional crossfade in.
  • AudioManager.CrossfadeMusic(string id, float duration = -1f) - Crossfade from the currently playing track to a new one.
  • AudioManager.PlayPlaylist(string playlistName, fadeIn: 0f); - Start a playlist.
  • AudioManager.SetMasterVolume(float volume); - Set Master Volume (autosaves to playerprefs)
  • AudioManager.SetMusicVolume(float volume); - Set Music Volume (autosaves to playerprefs)
  • AudioManager.SetSFXVolume(float volume); - Set SFX Volume (autosaves to playerprefs)
  • AudioManager.PauseAll(); - Pause all audio.
  • AudioManager.ResumeAll(); - Resume all audio.


Callbacks:

  • AudioSettings.OnMasterVolumeChanged - Called whenever the master volume changes.
  • AudioSettings.OnMusicVolumeChanged- Called whenever the music volume changes.
  • AudioSettings.OnSFXVolumeChanged- Called whenever the sfx volume changes.


You will get a UNITYPACKAGE (6MB) file