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1.0
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6000.0.62 or later
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Prime Audio System

by Azen (opens in new tab)

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Production-ready audio architecture for Unity. Pools, entity channels, music crossfade, surface footsteps, RTPC, and VO queues — one clean service interface.

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Price history for Prime Audio System, 6 months Current Free; lowest Free; highest Free in this period. $0 Sep Oct Nov

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Prime Audio System screenshot 1

Prime Audio System screenshot 1

About this asset

Prime Audio System provides a complete audio service layer for any Unity game genre.

Instead of placing AudioSources manually on every object, the system manages

per-category pools of AudioSources with priority eviction. Every Play() call

returns an AudioHandle that lets you Stop, Pause, Resume, or change the volume

of any specific sound after firing it — without holding a reference to the

underlying AudioSource.

Entity audio is handled through AudioController — a base class that binds

sound channels to an entity's transform in 3D space and automatically cleans

up all channels when the entity is destroyed.

Music is managed through MusicService with A/B crossfade and a Push/Pop stack

for pause menus and cutscenes. AdaptiveMusicSystem synchronizes multiple stems

at DSP time and transitions between game states by fading stem volumes.

Surface audio automatically routes footstep, land, and impact sounds through

a PhysicsMaterial/Tag/TerrainLayer database — including support for Unity Terrain

texture layers. Adding a new surface material requires only Inspector changes.

RTPC bindings connect any AudioParameter ScriptableObject to clip properties

via an AnimationCurve — engine pitch from speed, heartbeat volume from health —

with a single line of code in Update().

All dependencies are optional. The system works out of the box with direct

AudioClip references and a built-in event bus. Addressables support, custom

event buses, and custom surface providers can be plugged in at bootstrap time.

Suitable for: action games, horror, RPG, simulation, mobile, VR.

Requires: Unity 2022.3 LTS or newer, DOTween (free version).

LICENSE NOTICE

This asset is open source software and is governed by the MIT License.

Copyright (c) 2026 Azen.

The full license text is included inside the package (LICENSE file) and is

also available publicly at:

https://github.com/AndriiSviatenko/Prime-Audio-System

You may use, copy, modify, merge, publish, distribute, sublicense and sell

copies of this software, including in commercial projects, under the terms

of the MIT License.

THIRD-PARTY COMPONENTS

DOTween (HOTween v2) — Copyright (c) Daniele Giardini, Demigiant.

Not included in this package. It is listed as an Asset Store package

dependency and must be installed separately. DOTween is governed by its own

license terms.

From the publisher's Asset Store listing.

Technical details

- 53 C# scripts, no third-party dependencies except DOTween

- Per-category AudioSource pools (2D and 3D) with configurable max size

- Priority eviction: Low, Normal, High, Critical priority levels

- AudioHandle with SessionID — stale handles auto-invalidate on channel reuse

- AudioClipGroup: Random, RandomNoRepeat, Sequential with per-instance counters

- MusicService: dual-channel A/B crossfade, Push/Pop layer stack

- AdaptiveMusicSystem: DSP-time stem synchronization, state-based transitions

- AudioClipSequence: seamless looping via DSP scheduling, zero gap

- StingerSystem: Overlay, DuckAndPlay, CutAndReturn modes

- AudioPlaylist: Sequential, Random, RandomNoRepeat with runtime track swap

- Surface Audio: PhysicsMaterial, GameObject Tag, TerrainLayer alphamap detection

- RTPC: AudioParameter SO → Volume, Pitch, LowPassCutoff, SpatialBlend via AnimationCurve

- VoiceOverQueue: Queue, Interrupt, Discard policies with subtitle event hooks

- DuckingSystem: trigger category → target category, configurable dB, hold duration

- AudioZone: proximity ambient trigger, distance fade curve, enter/exit stingers

- Audio LOD: distance culling, auto-priority by listener distance

- NullAudioService: null-object pattern, removing service never throws

- AudioApplicationHandler: OnApplicationFocus/Pause mute via unscaled time

- Pluggable: IAudioClipLoader, IAudioEventBridge, ISurfaceProvider

- Optional Addressables support via PRIME_AUDIO_ADDRESSABLES define symbol

- AudioListenerGuard: automatic duplicate AudioListener detection and cleanup

- Batch AudioClipData Generator with smart category and 3D auto-detection

- AudioBank custom inspector: search, preview, drag-drop, missing clip filter

- Compatible with all Render Pipelines (Built-in, URP, HDRP)

- Namespace: Azen.Prime_Audio_System

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP Custom
6000.0.62f1 Compatible Compatible Compatible Compatible

Compatible with Built-in Render Pipeline, URP, and HDRP.

The system operates entirely through Unity's Audio API and AudioMixer —

no render pipeline dependencies. All features work identically across all SRPs.

As listed on the Asset Store.