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Package details
- Latest version
- 1.0.5
- Last updated
- First released
- Unity version
- 2022.3.62 or later
- Package size
- 604.2 MB
- Files
- 213
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- 9
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- $41.99 on
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Survival Horror Audio Director Toolkit (FMOD for Unity)
Pre-integrated survival horror audio for FMOD: a ready FMOD Studio template with pre-built banks + a Unity wrapper — 7-state adaptive music, ambient zones, stingers, SFX. Plus the 62-file WAV pack.
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About this asset
SCG Audio - Survival Horror Audio Director Toolkit (FMOD) is the FMOD edition of the SCG Audio survival horror line, feature-aligned with the Audio Director Toolkit (for Unity) edition — for teams already on (or moving to) FMOD pipelines.
You get a complete, pre-authored FMOD Studio project template with pre-built banks, a Unity C# wrapper that drives it, a demo scene, documentation, and the full survival horror audio library as source WAV assets. Import, run the
included setup tool, press Play — and hear a designed, tension-driven
soundscape working in your build.
Pre-Authored FMOD Studio Template
- Ready `.fspro` FMOD Studio project included in the package — open it, study
it, or re-author it for your game.
- 6 pre-built banks (Master, Music, Ambient, SFX, Stingers + strings) ship in
the package: the demo runs without opening FMOD Studio at all.
- Music, ambience, stinger, and SFX events pre-wired to the state and
parameter model.
- Bring your own audio: replace the source WAVs or re-author the events in
FMOD Studio to swap in your own music, ambience, and SFX — the Unity wrapper drives your version through the same state and parameter model, no code changes needed.
Adaptive Music & Mixing (feature-aligned with the for Unity edition)
- 7-state music state machine (SaveRoom / Safe / Unease / Threat / Chase /
NoMusic / Title) driven from Unity via the included wrapper.
- Global Intensity parameter drives dynamic music layers and adaptive
behavior authored in the FMOD project.
- Conditional playback (heartbeat by HP, breathing) via FMOD parameters.
- Adaptive stinger banks with intensity gating; one-shot SFX via
`event:/SFX/...` events.
- Ambient zones with suspend/resume semantics (StopAll remembers the active zone; ResumeAll and state transitions restore it).
Unity-Side Runtime & Tools
- `HorrorAudioManagerFmod` wrapper: state transitions, intensity, stingers,
conditional playback, ambient zones, and SFX from plain C# calls — no FMOD
API boilerplate in your gameplay code.
- One-click setup: `Tools > SCG Audio > FMOD > Configure Horror Pack Settings`
wires FMOD for Unity to the bundled banks.
- Demo scene (`SCGHorror_FMOD_MinAudibleDemo`) with key-driven testing.
- Included AI Skills: five source-verified guidance files under `Assets/SCGAudio_FMOD/AI/Skills/` cover setup, FMOD Studio authoring, runtime control, ambience and snapshots, and troubleshooting. Built following Unity's Publisher AI Skills guidance. These are optional development-time guidance files and do not run in builds.
Included Audio Content (the complete Audio Content Pack)
The bundled audio is a complete, human-composed survival horror library inspired by 1990-2000s classic survival horror games — the same 62-file Audio Content Pack sold separately, here included as FMOD project source assets. Not placeholder sounds: designed, tension-driven cues ready to drive the FMOD events out of the box, or to re-author in your own project.
- 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. Install FMOD Studio and import FMOD for Unity into your project first.
2. `Assets > Import Package > Custom Package...` → import the SCG FMOD
`.unitypackage`.
3. Run `Tools > SCG Audio > FMOD > Configure Horror Pack Settings`
(and `FMOD > Refresh Banks` if prompted).
4. Open `Assets/SCGAudio_FMOD/HorrorPack/DemoScene/SCGHorror_FMOD_MinAudibleDemo.unity`,
press Play, and use the on-screen HUD keys.
5. Start with
`Assets/SCGAudio_FMOD/HorrorPack/Documentation/SCGHorror_QuickStart_FMOD.md`.
Included Documentation
- FMOD QuickStart, API Reference, FMOD project spec
- Five included AI Skills for coding assistants (optional development guidance, including FMOD troubleshooting; not Runtime code)
From the publisher's Asset Store listing.
Technical details
- Content: 62 source WAV files, 24-bit / 48 kHz, stereo, included as FMOD project source assets.
- FMOD: a pre-authored `.fspro` FMOD Studio project plus 6 pre-built Desktop banks (Master, Master.strings, Music, Ambient, SFX, Stingers) — the demo runs without opening FMOD Studio.
- Runtime: a Unity C# wrapper (`HorrorAudioManagerFmod`) driving FMOD for Unity; state transitions, intensity, stingers, conditional playback, ambient zones, and SFX from plain C# calls.
- Architecture: 7-state music state machine; a global Intensity parameter drives dynamic music layers; HP-driven conditional playback (heartbeat, breathing); FMOD-authored mixing, a VCA master volume, and reverb.
- Included: a playable demo scene, full documentation, and five source-verified AI Skills under `Assets/SCGAudio_FMOD/AI/Skills/`.
- Requires: FMOD Studio + the matching FMOD for Unity integration package (from fmod.com; the free Indie license currently covers developers under $200k revenue/year — verify at fmod.com/licensing).
- Compatibility: runtime-verified on Unity 2021.3 LTS, 2022.3 LTS, and Unity 6 (2020.x and below not supported); render-pipeline independent (Built-in / URP / HDRP / custom RP); works with both the legacy Input Manager and the new Input System.
Requirements & Compatibility
- Requires FMOD Studio and the matching FMOD for Unity integration package
(installed separately from fmod.com; free Indie license currently covers
developers under $200k revenue/year — verify current terms at
fmod.com/licensing).
- Runtime-verified on Unity 2021.3 LTS, 2022.3 LTS, and Unity 6.
(Unity 2020.x and below are not supported.)
- Audio-only package: render-pipeline independent (Built-in / URP / HDRP /
custom RP).
- Works with either Input Manager or the new Input System (demo input wrapper
supports both; the runtime itself has no input dependency).
- FMOD recommends disabling Unity built-in audio in FMOD projects; the
QuickStart walks through this.
Additional Compatibility Information
Render-pipeline independent — works with Built-in, URP, HDRP, and any custom SRP. Verified on Unity 2021.3 LTS, 2022.3 LTS, and Unity 6 (2020.x and below not supported). Requires the free FMOD for Unity integration package (on the Asset Store or from fmod.com) plus the FMOD Studio app; no other dependencies. Works with both the legacy Input Manager and the new Input System.
Compatibility
| Unity version | Built-in | URP | HDRP |
|---|---|---|---|
| 2022.3.62f1 | Compatible | Compatible | Compatible |
Render-pipeline independent — works with Built-in, URP, HDRP, and any custom SRP. Verified on Unity 2021.3 LTS, 2022.3 LTS, and Unity 6 (2020.x and below not supported). Requires the free FMOD for Unity integration package (on the Asset Store or from fmod.com) plus the FMOD Studio app; no other dependencies. Works with both the legacy Input Manager and the new Input System.
As listed on the Asset Store.