Acoustics Lite (Based on Acoustics Baker Pro) View on Asset Store (opens in new tab)

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1.0
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6000.0.58 or later
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Acoustics Lite (Based on Acoustics Baker Pro)

by DΞLTΔ GΔΠΞS (opens in new tab)

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Full version : https://assetstore.unity.com/packages/tools/audio/acoustics-baker-pro-350968 Real-time audio occlusion and diffraction system for Unity, no baking or pre-calculation required.

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Price history

Last 6 months

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Price history for Acoustics Lite (Based on Acoustics Baker Pro), 6 months Current Free; lowest Free; highest Free in this period. $0 Jun Jul Aug Sep Oct Nov

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Acoustics Lite (Based on Acoustics Baker Pro) screenshot 1

Acoustics Lite (Based on Acoustics Baker Pro) screenshot 1

About this asset

Acoustics Lite is a "plug-and-play" audio solution designed for projects that need realistic sound obstruction without the workflow complexity or memory overhead of baked systems. It focuses entirely on the AcousticSource component, which calculates occlusion and diffraction dynamically in real-time.

Is it Customizable? Yes. While it automates the heavy lifting, you can tune the physics for every sound source:

  • Source Radius: Define the physical size of a sound. Make a "massive" boss scream wrap around corners easily, while a small "coin drop" is blocked by a thin pillar.
  • Occlusion Sensitivity: Adjust how quickly sound muffles (Lerp Speed) and the minimum volume/frequency that bleeds through walls (simulating bass transmission).
  • Performance Scaling: You can adjust the Direct Ray Count and Indirect Ray Count per source, allowing you to prioritize CPU for hero sounds while keeping background noises cheap.

Suitable Genres

  • Procedural / Roguelikes: Since there is no baking, it works perfectly on levels generated at runtime.
  • Stealth Games: Provides reliable audio cues for player hiding and enemy detection.
  • Mobile & VR: The lightweight raycasting system is optimized to run efficiently on restricted hardware compared to full-wave simulation.
  • Multiplayer FPS: Helps players locate opponents via sound without giving away unfair positions through walls.

From the publisher's Asset Store listing.

Technical details

  • Real-Time Occlusion: Dynamically muffles sound (LowPass Filter + Volume) when objects block the line of sight, simulating realistic wall thickness.
  • Zero-Setup Workflow: No baking, no scene scanning, no pre-calculation. Just add the AcousticSource component and assign your wall layer.
  • Volumetric Diffraction: Simulates sound "wrapping" around corners using a source radius, preventing unnatural instant silence when a sound center is barely hidden.
  • Indirect Path Simulation: "Smart" rays detect open doorways and gaps, allowing sound to travel down corridors to reach the player even without a direct visual line of sight.
  • Dynamic Geometry Support: Because it relies on real-time physics, it works on moving platforms, opening doors, and destructible walls out of the box.
  • Unity Audio Compatible: Works directly on top of the standard Unity AudioSource, making it easy to integrate into existing projects.

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
6000.0.58f2 Compatible Compatible Compatible

As listed on the Asset Store.