Survival Horror Audio Director Toolkit (FMOD for Unity) View on Asset Store (opens in new tab)

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Latest version
1.0.5
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Unity version
2022.3.62 or later
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604.2 MB
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Survival Horror Audio Director Toolkit (FMOD for Unity)

by SCG Audio (opens in new tab)

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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.

Price $59.99

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Price history for Survival Horror Audio Director Toolkit (FMOD for Unity), 6 months Current $59.99; lowest $41.99; highest $59.99 in this period. $0 $50 $100 Aug Sep Oct Nov Version 1.0.5 released 14 Sep 2026 v1.0.5

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Survival Horror Audio Director Toolkit (FMOD for Unity) screenshot 1

Survival Horror Audio Director Toolkit (FMOD for Unity) screenshot 1

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

Render pipelines supported in each Unity version
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.