Audity - Node-Based Audio Middleware & Sound Design Toolkit OFFICIAL SALE

Design sound that reacts.

Audity is audio middleware for Unity. Sources, effects, modulation, and logic go on one canvas, and what you build there is what the game plays. A Sound Graph is an ordinary project asset, authored in a window beside your scene, and a playing graph is a real Unity AudioSource: mixer routing, snapshots, pausing, and everything else you already know still works.


Author. Listen. Do it live.

Play a graph from its own window without entering Play mode. While it runs, nodes show their live values, active voices, and output levels. Change the graph while it plays, in audition or in Play mode, and the change is audible straight away, so you tune against what you're hearing instead of stopping and starting over.


One float from your game can drive anything.

An engine that spins up, strains under load, and coasts back down, driven by one value your game already tracks. A gunshot whose space is a parameter, so the same asset pops across a field and cracks off a stairwell. Footsteps where a Sample Set picks a take you didn't just hear and a surface enum routes it down the right chain. Music cues that wait and land sample-exactly on the next bar, no matter how late they're asked to start.


Sound with no files at all.

Band-limited oscillators, noise, and impulse sources mean an idling engine that never loaded an audio file. Or start from samples: loop regions with power-warped crossfades, a musical Tail Start to stop into, and weighted, shuffled, or round-robin Sample Sets.


It scales with you.

Package any chain as a Sub Graph and reuse it anywhere. Coalesce forty debris pings into one composite with Batch Groups. Write your own Burst DSP node in C# from a plain project assembly, with no package edits and no editor code, and it appears in the create menu beside the built-in ones.


Comes with a 15-chapter manual, a quick-start scene, a fully synthesized drivable hovercraft demo, and custom-node examples.