ClipMix is a powerful yet intuitive audio editing tool built directly into the Unity Editor.
Zero friction, ClipMix focuses on the must-have features and presents them in a clear, intuitive interface that anyone can use right away.
- Drag & drop clips from the Project view onto the multi-track timeline.
- Layer clips and edit in place: trim, fades, and volume curves with direct manipulation.
- Apply FX: pitch shifting, time-stretching, and EQ with instant visual feedback.
- Visualize waveforms and arrange audio with ease.
- No app switching, edit and finalize audio inside Unity.
ClipMix streamlines audio production for game developers, sound designers, and creators who want a fast, intuitive, and fully integrated editing experience without ever leaving Unity.
How it Works:
1) Create or open a project
- In the Project view, right-click any audio asset → “Open in ClipMix.”
- If a linked ClipMix project exists, it opens instantly.
- Otherwise, a new project is created and linked to that asset.
2) Edit in place (non-destructive)
- On-timeline controls: trim, loop, fades, and volume curves with direct manipulation.
- All edits (incl. pitch/time/EQ) are stored as project data not baked into sources while you work.
3) External cache
- The cache stores the original audio files for the project.
- On reopen, ClipMix loads these originals from the cache, so it doesn’t matter what happened to copies inside your Unity project.
- FX and processing are re-applied on load (deterministic re-render).
4) Export resolved by GUID (not path)
- On export, ClipMix resolves the target Unity audio asset by GUID (works even if it was renamed or moved) and replaces its audio content.
- The .meta file is not touched → GUID stays the same → all scene/prefab references remain intact.
5) Reopen = restore the session
- Opening the asset again lets ClipMix resolve its GUID, reload the linked project, pull sources from the cache, and re-apply all FX to restore the full session.
6) Reference safety
- Unity references assets by GUID, so your links survive renames, moves, and exports.
7) Built for rapid iteration
- Open → tweak → export → reopen → repeat.
Built for safe iteration:
Sources are cached externally, edits are parameter-based, and export targets the asset via GUID, so you can edit, tweak, and iterate freely without breaking references.
Bottom line: Essential, non-destructive audio editing for casual users, right inside Unity. Clean, intuitive, and built for fast, safe iteration.