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DEV505 / Sound ManagerDOCUMENTATION

DEV505 / EXPLORE

A small API. A lot of control.

Find the method or type you need, with plain explanations and exact signatures.

The API is the set of C# types and methods your code can use. Start with SoundBus.Play to play an event. Add a context when you need to choose its position or starting values, and keep its handle when you need to change or stop that play.

If those words are new, read What happens when a sound plays? first. All Sound Manager types below use the DEV505.SoundManager namespace.

Your task Reference
Play, stop, set a value, or send a signal SoundBus
Choose position, following, initial values, seed, or delay SoundPlayContext
Work with typed values and parameter IDs Parameter values and IDs
Check a result or control the same play later Results and handles
Group sounds and handle destroyed objects Owners and groups
Receive endings/failures and identify signals Signals and notifications
Pause globally, read live values, or use owner controls SoundServices and ISoundService
Pass a command as a C# value SoundRequest
Configure a manager, optional emitter, or listener Scene components
Look up names and event/library assets Keys, events, and libraries
Look up defaults and overlap/capacity limits Playback settings

A signature shows a member’s name, input types, defaults, and return type. An overload is another version of the same method with different inputs. bool means true or false; out returns an additional value through an argument; in passes a value for read-only use. You do not normally need to type in at the call site.

Reference blocks list declared members, not complete scripts to attach to an object. Complete components are labeled separately. Fields’ starting values and units appear in the accompanying tables. The signature blocks are extracted from the documented source revision; the explanation gives the behavior and constraints.

Use playback APIs on Unity’s main thread—for example, from a component’s Start, Update, button callback, or animation event. Do not call them from a worker task.

  • FirstSound: start a Campfire automatically and stop it from the component menu.
  • CampfireSound: public start/stop methods with cleanup.
  • MovingBeeSound: following, an owner, and a live Float parameter.
  • EngineSoundControls: parameters, a horn signal, pause, and ending notifications.

See the API coverage inventory for the boundary between everyday gameplay integration, generated names, advanced interfaces, and implementation types. Advanced backend/graph authoring references remain in the later documentation stage.

The advanced integration reference covers custom services, registration, clocks, backends, and diagnostic observation. The graph catalogue explains all implemented nodes.