01 / Campfire
Start, loop, and stop.
Start one loop, retain its handle, and let its release finish.
Complete component: CampfireSound.cs
DEV505 / EXPLORE
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 one loop, retain its handle, and let its release finish.
Complete component: CampfireSound.cs
02 / Footstep
Choose a surface before playback starts, then let the graph choose and trim one variation.
Complete component: SurfaceFootsteps.cs
03 / Bee
Start a looping buzz once, move its Transform, and adjust its pitch without replacing the play.
Complete component: MovingBeeSound.cs
04 / Engine
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
Use Horn, Work, or Strike to trigger another path inside a play that is already alive.
Complete component: EngineSoundControls.cs
06 / Weather
Place each thunder at its strike point, let the graph delay it, and use one owner to clear pending and audible weather sounds.
Complete component: StormSounds.cs
07 / Workshop
Reuse one main Workshop play and a second tap play, with typed selection and ordered signal responses.
Complete component: WorkshopSounds.cs
08 / Arcade
Read request results, count replaced plays through notifications, and keep event limits separate from voice capacity.
Complete component: ArcadeRequests.cs
09 / Jukebox
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 current and outgoing music together, and distinguish that local pause from the service-wide pause used by Launch.
Complete component: TwoTrackMusic.cs
11 / Portals
Destroy a temporary sound owner and hear whether its departure cue ends or stays at the last position.
Complete component: PortalOwnerComparison.cs
12 / Launch
Keep a sequence alive while conditions are unmet, then use its matching Finished notification to start a following flight sound.
Complete component: LaunchAfterSound.cs