Ambient Sounds creates interactive soundscapes for Unity.
You can configure areas in your game to play back music and sounds to create an unique atmosphere for each region in your game. The playback system follows rules and requirements and allows your sounds to react to changes in gameplay.
The sounds and music you use in your project are organized into Sequences and Ambient Sounds shows you an overview over your games audio with a management window that also shows debug information in real time.
Stop fiddling with dozens of individual audio scripts in your scene and take back control with Ambient Sounds!
Ambient Sounds allows you to:
Organize your audio clips into Sequences with combined playback settings
Playback these Sequences either globally (“everywhere”) or locally in a certain area of your game world
Pair multiple Sequences of background noises and music to create an unique soundscape for each location in your game
Blend seamlessly between these soundscapes in different regions
Make these Sequences interactive by controlling them through Requirements
Modify these Sequences on the fly to react to Events in your game
Synchronize Playback between Sequences to make them start and end at the same time even if they are different in duration.
Keep control over your Ambient Audio setup with comprehensive lists of all Sequences and conditions in your scene in the Ambient Sounds Manager Window.
Optimal workflow, minimal coding:
Ambient Sounds organizes Sounds that belong together in a Sequence. Sequences are reusable and can be played back in Audio Areas that are distinctive regions in your game. You can create Modifiers to adjust playback parameters of Sequences in real time. The code required to integrate Ambient Sounds with your gameplay is minimal – you can call simple one-line functions anywhere from your scripts to update Ambient Sounds with Events and Values from your game.
Example use cases:
Create a forest soundscape that plays back different music and sounds (birds, frogs, branches breaking, wind rustling) depending on time of day and / or weather
Play back sounds coming from random places around the player or a certain location
Play more and more intense wind as the player scales up a mountain
Change the music to a combat theme as the player gets attacked
Slowly blend to a dark and moody soundtrack while the player enters a cave
Make a sequence more and more intense by adding additional sequences that play back more music / sounds
Play back music faster as the game enters the final seconds before the time limit ends
Automatically duck / mute music playback while dialogue audio plays
Stop music playback as the player enters a building and resume as they leave again
Play sounds around the player that follow with the player’s movement as they weave a magical spell
Quickly re-use the Ambient Audio Areas in different places of your game or in other projects.
Click here to read the full Ambient Sounds Documentation.
Click here to check out Ambient Sounds on the asset store!
It comes with a demo scene that demonstrates most of the features, so you can see how everything is set up there, also there is a complete PDF manual included. If you still got questions please post here or you can also join our discord server, I should be able to help you out quickly with questions.
We released an update for Ambient Sounds today (Version 1.1.0).
New Features:
Easier Sequence Creation:
Audio Clips can now be dropped on Sequences list in the Manager Window to add the clips to a sequence
Dropping multiple Audio Clips on the “New Sequence” button will create a sequence containing these clips
Dropping multiple Audio Clips on the “New Sequence” button while holding CTRL will create multiple Sequences with one Audio Clip each
Fixes:
Fixed a bug where preloaded Audio Data was not preloaded for some Audio Areas on startup
Performance fixes for loading Audio Data, less memory allocation, Audio Data is loaded across multiple frames now
Fixed an issue with changing clips in a sequence while a fade-out is still playing
Fixed an issue with the Audio Prefabs in the demo scene when “Resonance Audio” was selected as spatializer plugin
Sounds intereting.
Anyway I hope that you will support other Asset integrations as well.
For example does it come with Enviro Support to get Time, Seasons etc and define different sound sequences etc for it?
What about Quest Machine / Dialog System support for quests?
There is not much official Info out about it at the moment as it is still in development. In general Ambient AI will bring your scene alive with background animated beings. bipeds, quadrupeds, birds and fish, as well as a navigation system designed to work in procedurally generated environments
We will have to see what users are requesting for it in regards for integration. It currently has no integrations for other assets, but it has a very simple to use API to get values of other scripts / assets into Ambient Sounds.
If you (or anyone else that reads this!) want to integrate other assets with Ambient Sounds please feel free to reach out if you are having trouble, we should be able to get a preliminary support for you going until we do official integrations.
This is the use case we are largely aiming for i.e. background AI. We are not seeking to be all singing all dancing ai that does everything under sun… and is consequently impossible to use.
I am not familiar with master audio so I can not make a comparison. The focus is on both ease of use and power. Ambient sounds makes it easy to add “sequences” of sounds / music to your scene to bring it to life.
Sequence playback can be both location and event driven, and there is a “modifier” system to allow you to dynamically control how this works.