SCG Audio - Survival Horror Audio Director Toolkit (for Unity) is a
production-ready adaptive audio framework plus a complete survival horror audio
library, delivered as one working whole: content, state machine, runtime,
demo scene, and documentation. Drop it into your project and hear a designed,
tension-driven soundscape the same day — not a folder of WAVs.
Built entirely on Unity's native audio (AudioMixer + AudioSource). No FMOD, no
Wwise, no external dependencies.
Adaptive Music System
- 7-state music state machine (SaveRoom / Safe / Unease / Threat / Chase /
NoMusic / Title) with smooth crossfades; NoMusic silences music while
ambience and SFX keep playing.
- Dynamic music layering: 1 always-on bed + up to 4 synced layers per track;
intensity fades layer audibility instead of restarting layers.
- StemMix runtime control: mute/solo layers by index or label name.
- Designer-authored state transition fade times via a single
StateTransitionSO asset.
Adaptive Mixing (Intensity + HP)
- `SetIntensity(0..1)` drives synced music layer audibility and optional
music attenuation (configurable 0 to -12 dB on top of your own base volume).
- HP/Heartbeat drives a music low-pass filter: idle above the configured HP
knee, sweeping toward 800 Hz near zero HP.
- ConditionalPlayback: parameter-driven sound (heartbeat rate by HP,
breathing by gender) with String / Float / Bool parameter types.
Ambience & Reverb
- AmbientZone system with reverb presets (Off / SmallRoom / LargeRoom /
Outdoor / Cathedral), zone priority, and smooth enter/exit fades.
- Per-layer looping or random-interval ambient playback.
- StopAll / ResumeAll with zone-aware ambience suspend and restore.
Stingers & SFX
- Adaptive stinger banks (Death, Discovery LV1-LV3, Resolve, Door Unlock,
Game Start) with per-asset intensity gating.
- General-purpose one-shot SFX banks (`SfxBankSO`): clip variations, pitch
randomization, and per-bank mixer bus targeting — for gunshots, UI,
footsteps, impacts, pickups, and any category you add.
Designer & Editor Tools
- 9 custom inspectors covering the SCG Audio asset types, with use-case
tooltips, validation warnings, and multi-select editing.
- Custom Track Importer (Tools > SCG Audio > Custom Track Importer): drag
your own WAV/AudioClip assets to auto-create a MusicTrackSO and bind it to
a state — swap in your own music without touching code.
- One-click reverb snapshot repair utility.
- Demo scene with key-driven testing of the core runtime features.
- Optional `AISkills/SKILL.md`: teaches AI coding assistants the real SCG
Audio APIs and asset names, so generated integration advice stays accurate.
Included Audio Content (the complete Audio Content Pack)
The bundled audio is a complete, human-composed survival horror library inspired
by 1990s classic survival horror games — the same 62-file Audio Content Pack
sold separately, included here in full. Not placeholder sounds: designed,
tension-driven cues ready to drop into your game or to swap for your own.
- 62 WAV files, 24-bit / 48 kHz stereo source masters.
- Music: Full Mix cues plus beds, intros, and stem/layer components for every
state — Chase (with a seamless loop and a stereo intro), Threat, Unease, Safe,
SaveRoom (Default + two variations), and Title.
- Ambience: layered loops for corridors, sealed rooms, and outdoor ruins.
- SFX: UI, item, gunshot, heartbeat, breathing, and demo footstep sounds.
- Stingers: Death, Discovery, Resolve, Door Unlock, and Game Start cues.
- Every WAV is composed and sound-designed by hand — no AI-generated audio.
Import / Use
1. In Unity, choose `Assets > Import Package > Custom Package...`.
2. Select the Toolkit `.unitypackage` and import all assets.
3. Open `Assets/SCGAudio/HorrorPack/DemoScene/SCGHorror_MinAudibleDemo.unity`,
press Play, and use the on-screen HUD keys.
4. Start with `Assets/SCGAudio/HorrorPack/Documentation/SCGHorror_QuickStart.md`.
Included Documentation
- QuickStart, Customization Guide, Troubleshooting, Naming Checklist,
CHANGELOG
- AI skills file (optional)