Snog's Audio Manager View on Asset Store (opens in new tab)

Package details

Latest version
1.0
Last updated
First released
Unity version
6000.3.8 or later
Package size
111.7 MB
Files
81
Favorites
2
Views in the past week
10

Price tracking

Last checked
Tracked since
Lowest recorded
$13.99 on

Keywords

Snog's Audio Manager

by Snog (opens in new tab)

1 rating, too few to average

A Plug-and-play audio manager for Unity: SFX (2D/3D), music, mixer control, snapshots and emitter‑driven ambience, with zones, triggers, and more.

Price $19.99

Buy on Asset Store (opens in new tab)

Affiliate link · Purchases support this site

Price history

Last 6 months

USD
Price history for Snog's Audio Manager, 6 months Current $19.99; lowest $19.99; highest $19.99 in this period. $0 $10 $20 Jun Jul Aug Sep Oct Nov

Asset preview

1 / 5

Snog's Audio Manager screenshot 1

Snog's Audio Manager screenshot 1

About this asset

Stop rewriting audio systems. Ship the game.

Every project starts the same way — a few AudioSource components, a couple of magic strings, and a plan to "clean it up later." Snog's Audio Manager is the clean version, built once so you never have to build it again.

Drop it into your project, point it at your audio folder, and hit Scan → Generate → Assign. Your entire audio library is classified, wrapped in ScriptableObjects, and loaded into the right libraries automatically. A generated AudioNames.cs file gives you autocomplete and compile-time safety for every sound in your project from that moment on.

SFX

Play 2D sounds instantly for UI and gameplay events. Play 3D sounds through an AudioSource pool that reuses voices and avoids runtime allocations. Multi-variant SoundClipData assets let you store multiple takes of the same sound — a random one plays each time, keeping repeated SFX feeling fresh. If the pool ever runs out, a rate-limited warning tells you exactly which clip was dropped and which field to increase.

AudioManager.Instance.PlaySfx2D(SoundNames.ButtonClick);

AudioManager.Instance.PlaySfx3D(SoundNames.Explosion, transform.position);

Music

Play and stop tracks by name with optional fade-in, fade-out, and delayed start. Use CrossFadeMusic to transition between tracks with a simultaneous fade — no silent gap, no timing math.

AudioManager.Instance.PlayMusic(MusicNames.MainTheme, fadeIn: 1f);

AudioManager.Instance.CrossFadeMusic(MusicNames.CombatLoop, crossFadeDuration: 1.5f);

AudioMixer & Snapshots

Built-in volume control for Master, Music, Ambient, and FX routed through your AudioMixer's exposed parameters. Add any number of named snapshots to the AudioManager inspector and transition between them at runtime with a single call — no hardcoded references anywhere in your scripts.

Ambience — Profiles, Zones, and Scene Emitters

This is what makes Snog different from every basic audio manager.

AmbientEmitter components live in your scene and represent real sound sources — a river, a campfire, a cave draft. AmbientProfile assets define what a location should sound like: a forest might want birds at full volume, wind at 40%, fire at zero. AmbientZone trigger volumes apply those profiles when the player enters, with no code required.

The system supports stacked profiles — a forest zone, a rain zone, and a river zone can all be active simultaneously. A priority-weighted voice budget scores every emitter by track priority, emitter priority, volume, and distance to the listener, and selects the most relevant ones up to maxAmbientVoices. The rest fade out gracefully. Large scenes stay performant automatically.

Events & Callbacks

UnityEvent hooks for the full audio lifecycle — music started, music stopped, music finished naturally, SFX played, ambient profile pushed, ambient profile popped. Wire them in the Inspector with no code, or subscribe in scripts.

Editor Tooling

The AudioManager inspector includes a full runtime testing panel: play any sound, any music track, push and pop ambient profiles, switch snapshots, and watch live dB meters for every mixer group — all without leaving the editor. An emitter browser lists every AmbientEmitter in the scene so you can ping, select, and preview them directly.

What's included

• AudioManager singleton — DontDestroyOnLoad, zero setup code

• AudioSourcePool — pooled 3D spatial sources with rate-limited exhaustion warnings

• AudioTrigger — inspector-driven gameplay trigger for SFX, music, and ambient events

• SoundLibrary, MusicLibrary, AmbientLibrary — name-based clip resolution

• SoundClipData, MusicTrack, AmbientTrack — ScriptableObject clip assets

• AmbientEmitter, AmbientProfile, AmbientZone — full 3D ambience system

• Scan → Generate → Assign import pipeline with AudioNames.cs generation

• Full source code

Requirements:

  • Unity 2022.3 LTS or newer
  • AudioMixer with four exposed parameters
  • No third-party dependencies

Who is this for?

Indie developers who want a production-grade audio pipeline without writing one. Teams who need every project to sound consistent and every programmer to be able to find and call sounds safely. Projects where ambience matters — open worlds, horror, survival, exploration, anything where the world should feel alive.

If you've ever grepped your codebase for a magic string to rename a sound, this asset solves that permanently.

Questions and feedback welcome at [email protected]

Asset uses Orbitron font under SIL Open Font License 1.1, and demo audio under CC0; see Third-Party Notices.txt file in package for details.

From the publisher's Asset Store listing.

Technical details

  • Unity audio framework for SFX, music, and ambience
  • SFX
    • 2D SFX playback by name (ScriptableObject library)
    • 3D SFX playback via AudioSource pooling
    • Randomized SFX variants via SoundClipData
  • Music
    • Track lookup via MusicLibrary
    • Crossfade
    • Play with delay
    • Optional fade in/out
  • Ambience
    • AmbientTrack + AmbientProfile (layered ambience definitions)
    • Ambient Zones (trigger-based profile activation)
    • Ambient Emitters (scene-placed 3D ambience sources)
    • Ambient stacking (push/pop tokens) for overlapping zones
    • Configurable ambient voice budget + rescore interval
    • Option to allow multiple emitters per track or restrict to one
  • AudioMixer
    • Master/Music/Ambient/FX volume control via exposed parameters
    • Snapshot transitions
  • Editor Tools
    • Folder scanner + automatic ScriptableObject generation
    • Automatic assignment into libraries
    • Custom inspector with runtime test tools
    • In-editor audio preview (no need to open audio files)
  • Dependencies: None
  • Platforms: Any

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
6000.3.8f1 Compatible Compatible Compatible

Demo uses TextMeshPro

As listed on the Asset Store.