Smart Audio Manager View on Asset Store (opens in new tab)

Package details

Latest version
1.0
Last updated
First released
Unity version
6000.5.9 or later
Package size
455 KB
Files
40
Views in the past week
22

Price tracking

Last checked
Tracked since
Lowest recorded
$7.99 on

Keywords

Smart Audio Manager

by TBOXFINN (opens in new tab)

No ratings yet

Runtime audio framework with Editor tooling that plays SFX, BGM, UI, and voice through pooled AudioSources. Crossfading BGM, voice-stealing limits, cooldowns, and an event-authoring window.

Price $7.99

Buy on Asset Store (opens in new tab)

Affiliate link · Purchases support this site

Price history

Last 6 months

USD
Price history for Smart Audio Manager, 6 months Current $7.99; lowest $7.99; highest $7.99 in this period. $0 $5 $10 25 Oct 27 Oct 29 Oct 31 Oct 2 Nov 4 Nov 6 Nov

Asset preview

1 / 2

Smart Audio Manager screenshot 1

Smart Audio Manager screenshot 1

About this asset

Wiring up audio in Unity often means scattered AudioSource references, manual pooling, and one-off scripts for every music transition. Ultimate Audio Manager replaces that with a single event-driven system: describe each sound as reusable ScriptableObject data, then trigger it from anywhere with one line of code. Pooled sources, four dedicated channels, and a built-in Editor window keep both design-time authoring and runtime playback under control.

🎯 Event-Driven Audio Data

  • Define ID, channel, clip pool, volume/pitch variance, mixer group, and loop behavior per AudioEventData asset
  • Random clip, volume, and pitch selection on every playback for natural variation
  • AudioBank gives fast ID lookup and flags duplicate IDs before they cause bugs

🎚️ Four Dedicated Channels

  • Route every sound through SFX, BGM, UI, or Voice
  • Convenience methods (PlaySFX, PlayUI, PlayVoice, PlayBGM) validate the event's channel automatically
  • Per-channel volume, mute, pause/resume, and fade controls exposed through the Audio Mixer

⚡ Pooled, Overflow-Safe Playback

  • AudioSource instances are pooled and only expand when the configured pool is exhausted
  • Sources return to the pool automatically once playback or a fade finishes
  • Optional global pooled-voice cap keeps total active sources under control across every event

🎯 Playback Handles for Individual Control

  • TryPlay... methods return a handle that pauses, resumes, fades, or stops one specific sound
  • Handles auto-invalidate when their source is recycled, so a stale handle can never touch a new sound
  • Detailed AudioPlayResult overloads report exactly why a play call was rejected (cooldown, concurrency, mismatch, etc.)

🔒 Voice Management & Stealing Policies

  • Per-event cooldowns reject repeat triggers before they overlap
  • Max concurrent voice limits with Reject, Stop Oldest, Stop Quietest, or Stop Lowest Priority policies
  • Deterministic tie-breaking by playback ID keeps stealing behavior predictable every run

🎶 BGM Crossfades

  • Two dedicated BGM sources swap smoothly with PlayBGM, using default or custom fade durations
  • StopBGM fades the current track out; StopAllBGM or StopChannel(BGM) cut both sources instantly
  • BgmChanged and EventPlayed events let UI and gameplay systems react to music transitions

🔧 Mixer & Channel Controls

  • Normalized 0–1 volume, mute, pause/resume, and fade-in/fade-out per channel
  • Master and per-channel exposed parameter names are configurable for custom Audio Mixers
  • Channel pausing respects individually-paused handles and resumes them correctly

🔍 Audio Manager Studio (Editor Window)

  • Searchable, color-coded sidebar lists every AudioEventData asset grouped by channel
  • Create new events, add/remove/preview clips, and edit every property without leaving the window
  • One-click event preview using Unity's built-in audio preview pipeline

📦 Ready-to-Run Demo

  • Demo scene and Audio Bank included with original procedural tones — no third-party recordings
  • Regenerate the demo anytime from Tools > Tboxfinn > Ultimate Audio Manager > Create or Refresh Demo
  • Runtime-built, scrollable UI demonstrates crossfades, spatial SFX, concurrency limits, and channel controls

From the publisher's Asset Store listing.

Technical details

  • Unity 2020.3 LTS or higher (UI Toolkit-based Editor window — verify against your minimum supported version)
  • Editor + Runtime — runtime has no project-specific dependencies; Editor tooling is isolated in its own folder
  • Core files: AudioManager.cs (runtime), AudioManagerStudioWindow.cs (Editor window), plus AudioEventData/AudioBank ScriptableObject types
  • No external dependencies for the core runtime; demo UI needs com.unity.ugui and com.unity.inputsystem
  • Editor clip preview uses reflection into UnityEditor.AudioUtil

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP Custom
6000.5.9f1 Compatible Compatible Compatible Compatible

As listed on the Asset Store.