[50% OFF] Audio Manager Pro: The ultimate solution to your music and SFX needs

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I present to you, Audio Manager Pro! (AMP for short)

AMP is now nearing completion, and I aim to make it the ultimate audio solution for all of your needs! The aim of AMP is to be a fairly inexpensive, easy to use plugin. Everything to do with setting up assets will be done through custom editors, and the vast majority of this assets functionality only requires single line C# calls to be used (e.g. MusicManager.Main.Play(myTrack):wink:

The current features include:

Music Manager
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AMP provides an extensive and highly featured Track system. For each Track, you can set up multiple Editions as well as an intro segment. This allows you to do a variety of different things, including having a seamlessly looping song that has an intro segment that only plays once, as well seamlessly transitioning between multiple variants of the song, say when you transition to the final phase of a boss, your music can change seamlessly too.
The MusicManager is also feature rich and very easy to use. It automatically keeps track of everything that’s playing, all scheduled fades, delays etc. This means that if you want to play a new song, you just call a single line of code, with optional fade and delay parameters and it will handle the rest. say goodbye to tracking everything yourself and managing when to fade out and stop previous songs, jobs etc. It does that all for you. In addition to global pausing, volume changes (both instant and fade) and much more, MusicManager also provides PlayFromLibrary functionality, so that you can set up your Track library once and play your songs from anywhere, without needing a reference to the Track.

Playlist Manager
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AMP allows you create Playlists with ease. Once a playlist is setup in the editor, and the fade and shuffle modes have been selected, playing a Playlist is as easy as a simple line of code using the Playlist manager. Once you do this, the Playlist will automatically schedule each song transition for you, so that you can have it play from a predefined choice of Tracks without worrying about when to switch Tracks and what crossfading to do. It also automatically ends itself whenever a Track is manually started or stopped by you, so you don’t have to ever worry about what the playlist is currently doing. Just like the MusicManager, the PlaylistManager also provides a PlayFromLibrary feature.

SFX Manager


AMP uses a layer system for SFX. This means you can set up various different layers of your SFXObject, each with their own individual static/randomized volume, pitch and delay, amongst a host of other features. The SFXObject itself also contains global multipliers. To play an SFXObject, you simply just need to call SFXManager.Main.Play(mySFX), and it handles all of the individual layers for you.
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The SFXManager also provides SFXGroups, in a similar fashion to the MusicManagers playlists. This feature allows you to create a group of different sound effects, and have the manager automatically play different SFXObjects from the group at random, saving you from the hassle. Just like the MusicManager, SFXManager provides library playback features for both SFXObjects and SFXGroups, in addition to allowing you to override the pitch, volume and delay of the SFXObject at runtime.

The code has been thoroughly tested and the entirety of it has been documented through XML. An informative readme instruction manual will be written, as well as a full documentation generated from the XML documentation. The code has been designed first and foremost for ease of use, so that you never have to do anything but call a single line from the Managers; all inspectors are fully tooltipped for ease of use. All objects created by the managers are automatically pooled.

The current features are also planned for completion before the initial release:

  • Full 3D sound support, including custom positions and parents of played sounds
  • Improved inspector colouring to aid in trouble shooting
  • Various different scripting free event triggers (Auto playing Tracks on scene load, play SFXObject OnEnable etc)

What other features do you want to see? Let me know, and I’ll make sure to make it happen!

2 Likes

Looks cool! May I ask if you used some library to create those lists?

Nah, no external libs, just UnityEditorInternal namespace. There’s no official documentation on it, but this might be quite useful for you.

Alright thanks! I create my lists the same way as you then, they look nice!

Thank you! Glad to hear :slight_smile:

Good news! Development on the 3D side of things has begun and is going quite well :slight_smile: Currently there is support for custom positions and parents when working with the SFXLayer itself; next I will be adding this to SFXObjects and SFXGroups, then making the wrapper functions for the SFXManager to make it easy to use (as well as corresponding library playback functions). Hopefully this is all done within the week or so!

3D Support is now present for SFXObjects and its as easy as possible to use! Next up, SFXGroups, then Library playback features to compliment the new 3D stuff

Good news, 3D support is now complete! That means SFXLayers, SFXObjects, SFXGroups and their corresponding library functions all support 3D playback! Up next is the event binder, so that you can use AMP without writing code!

1 Like

Local coordinate mode has been added for 3D SFX! Additionally, progress on the event binder is going well, with the method grabbing via reflection going well :slight_smile:

Audio Manager Pro is almost here!

Audio Manager Pro is the ultimate solution for all of your audio needs. With a highly intuitive and extensive C# API coupled with extensive custom editors, everyone can revolutionize their audio game with ease.

Audio Manager Pro has been designed from the ground up to be extremely efficient, but more importantly, incredibly easy to use. You just tell AMP what you want to play and how; AMP will fade out current tracks, reuse pooled sounds and everything else for you!

With many powerful music features such as:

-Intro + seamless looping main section, with seamless transition

-Multiple different editions of your Track, so you can seamlessly change to a different variant with crossfades, transition sounds, playback retention and more

-Automatic Track management; never worry about stopping old Tracks, AMP does it for you with the correct crossfades and all

-Powerful playlist system

-Library playback, so you don’t need the object reference anymore!

AMP doesn’t stop there, with a highly featured and powerful SFX engine you’ll never need more:

-Multilayer SFX support, each with their own set of settings

-Pitch, volume an delay randomization settings, both per sound and per layer

-Powerful SFXGroups to keep your audio varied for you

-2D and 3D support

Why wait? Give your game the audio overhaul it deserves!

Hi !
AMP looks pretty great! I’m a composer (more along the lines of John Cage than John Williams), so I’d like to know if AMP can trigger random audio files on collision, and if the other randomizing parameters (pitch, dynamic) would apply to those audio files. And, I’d also like to know your pricing on the AMP package. Thanks!

Hi! Triggering random audio files on collision will be possible very soon using the event binder + an SFXGroup, however in the mean time it’s still possible with one simple line of code!
Do you mean can these randomization parameters be applied to the sounds in the SFXGroup? If so, then of course!
I’ve submitted it for $25, however it’s been 3 weeks now and I still haven’t heard back :confused:

Good news! AMP is finally live! You can get it here for $25

Hi, Imagine i have a serious of voices in resources folder like
Hello.mp3. How.mp3, Are.mp3.

and i want to play an audio that load ā€œHello How Are Youā€ and then stich those words on runtime (not really stich but play one by one so it feels like a single sentence.

would be possible?

1 Like

Yes, and no. It sounds like you want some kind of timeline editor to stitch them together, whilst no visualisation exists, it can still be done using SFXLayers

Create an SFXObject called Hello how are you. Create 3 layers, one for each source audio, then adjust the delays in those layers so that it plays together as one big sentence. This would give you the result you wanted, but you’d be fiddling with numbers (you can use the preview options to make this easier) as opposed to automatic stitching. Would this be good?

Problem is, i dont wanto manually create layers etc. As there will be hundreds of words in resources or streamingAssets folder, i want to have a function which loads them and cache them (if needed) then take global sentence delay or each word delay and then play it

No built in way to do this for you unfortunately, could be done with a loop

Audio Manager Pro is 50% OFF as part of the new years sale!