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DEV505 / Sound ManagerDOCUMENTATION

DEV505 / EXPLORE

Make the sound your own.

Twelve practical recipes, with complete scripts, scene setup, and clear tests.

Choose the interaction you want to add. Each recipe explains what to put in the scene, which fields to assign, how to try it, and how it cleans up afterward. The complete scripts use generated Sounds.* keys and are checked against the Unity project.

New to Unity or this asset? Start with Your first sound. For the models, full HUD, and gameplay behind these examples, explore the ten demo walkthroughs.

Recipes are small integrations. Some share the same checked component so you can study one idea at a time without maintaining different versions of the code. Test them in a separate scene with the listed events registered; the full demo scenes already have their own controllers.

01 / Campfire

Start, loop, and stop.

Start one loop, retain its handle, and let its release finish.

Complete component: CampfireSound.cs

02 / Footstep

Play one step on the right surface.

Choose a surface before playback starts, then let the graph choose and trim one variation.

Complete component: SurfaceFootsteps.cs

03 / Bee

Follow a moving sound source.

Start a looping buzz once, move its Transform, and adjust its pitch without replacing the play.

Complete component: MovingBeeSound.cs

04 / Engine

Shape a running sound with parameters.

Send a new target to an existing play and let the graph smooth the change in pitch or layer volume.

Complete component: EngineSoundControls.cs

05 / Engine

Send a command to a running graph.

Use Horn, Work, or Strike to trigger another path inside a play that is already alive.

Complete component: EngineSoundControls.cs

07 / Workshop

Switch tools and overlap a hammer tap.

Reuse one main Workshop play and a second tap play, with typed selection and ordered signal responses.

Complete component: WorkshopSounds.cs

08 / Arcade

Handle busy sounds without a retry storm.

Read request results, count replaced plays through notifications, and keep event limits separate from voice capacity.

Complete component: ArcadeRequests.cs

09 / Jukebox

Crossfade two allowed music tracks.

Supply Track before playback, fade through two retained handles, and retire the outgoing play only after it becomes silent.

Complete component: TwoTrackMusic.cs

10 / Jukebox

Pause every play in an interaction.

Pause current and outgoing music together, and distinguish that local pause from the service-wide pause used by Launch.

Complete component: TwoTrackMusic.cs

11 / Portals

Compare Stop and Detach.

Destroy a temporary sound owner and hear whether its departure cue ends or stays at the last position.

Complete component: PortalOwnerComparison.cs