[Deprecated] Master Audio Multiplayer - the ONLY multiplayer audio solution! Use Photon / Mirror!

Master Audio Multiplayer is deprecated as of the release of Master Audio 2022, which includes all multiplayer functionality, the ability to loop a section of a song, and more. Find Master Audio 2022 here on the Asset Store.
It’s a major version, and a paid upgrade. Don’t worry, it’s only a $20 upgrade so grab it now.

DarkTonic is proud to announce the release of Master Audio Multiplayer. It is the ONLY audio framework for Unity with extensive turnkey multiplayer features.

Your dynamic audio will be heard by all players, usually without having to write any extra code or RPC’s. Just check the “Multiplayer Broadcast” checkbox that appears on our super powerful event-based scripts! This plugin works with both Photon Unity Networking (PUN or free version) and Mirror and includes the full current version of Master Audio. Deprecated UNET package included as well.

Also includes an exended multiplayer API that adds on top of the Master Audio API for easy 1-line multiplayer audio code! It uses the nearest Photon View (or NetworkIdentity) to automagically find the correct game object on each client.

Contact us about discounted team, site or student licenses (support@darktonic.com).
Dark Tonic is also available to provide training in our plugins Master Audio & Core GameKit. Contact us at support@darktonic.com for more details!

Supports all platforms!
Purchase now at: Master Audio 2022: AAA Sound | Audio | Unity Asset Store

Third Party Integrations:

Sure, you may get by with a competitor plugin, but Master Audio has tons of extras that none of them have. You simply can’t outgrow our comprehensive solution and will eventually want these features!

  • True multiplayer audio without worrying about writing any RPC’s, regardless of what else you’re integrating with! Use Photon or Mirror!
  • Ambient Sound script will control playing ambient sounds only when they’re in audible range. Greatly improves performance in Scenes with lots of ambient sources.
  • Optional & tweakable audio occlusion! Adds that air of realism with a few mouse clicks!
  • Ability to control the volume of Unity Mixer Groups independently without stepping on snapshot settings.
  • True no-repeat weighted randomized sound variations, manual and automatic sound triggering - no more annoying repetitiveness.
  • Many advanced category features, such as voice limiting and time-based retrigger limits.
  • Automatic memory management for Resource files (including multi-language support!) - loaded and unloaded for you when you need them! Or use the Unity 5 “Preload Audio Data” switch and turn it off for a similar memory saving!
  • Ability to specify a file on the internet to be downloaded as a sound effect. No coding required!
  • Super flexible event script for no-code audio solutions! Control groups, buses, playlist and sounds from uGUI, NGUI, Pooling and dozens of other events!
  • User definable custom events and custom event receivers help make your game reactive and empowers sound designers to not lean on programmers very much, if at all.
  • Support for layered music - each layer can cross-fade between clips or use gapless transitions!
  • Per-scene sound FX, playlists and “audio skins” - set them up without writing any code!
  • Optional automatic distance-based priority assignment to Audio Sources (helps with Unity’s 32 voice limit)!
  • Full Playmaker support - includes 50 custom actions!
  • Ability to persist changes in mixing and options made during Play!
  • Option to show all volume controls in dB (decibels)!
  • Option to show all pitches as semitones / cents!
  • Ultra Low Garbage Collection allocation (most calls are 0 bytes), which means super solid performance on mobile where you need it!
  • Jukebox - lets you try out your Playlists at runtime before hooking it up.
  • LED strips - light up and show you when each sound plays so you don’t have to dig through logs!
  • Nothing Instantiated or Destroyed during Scene play - ultra high performance!
  • Full control over 3D parameters, per sound!
  • Pro mixer control, including buses for categories, mute / solo switches / active voice count and LED indicators!
  • Instant music integration. Takes about 30 seconds to set up!
  • Play sounds and music across Scene changes!
  • Master level slider to control all sound effects at once - total control, super easy to use.
  • Integrated Audio Clip Manager window lets you can change sample rates and other properties in bulk!
  • Superb performance for mobile games, supports all export platforms.
  • Full source code provided in C#, and compatible with JS as well.
  • Extremely responsive support, open to all feature requests.
  • Built in simple music ducking - let those big hits and explosions really stand out.
  • Support for Unity Filter audio FX - another Master Audio exclusive!
  • Extensive video tutorials and thorough documentation.
  • Many, many more features - too many to list

Multiplayer capabilities:




Also with Master Audio core functionality:

















If the videos below are broken due to a forum issue, click here to view our tutorials on Youtube!

Demo of multiplayer functionality

Want to see Master Audio being set up in real time? It’s quite a quick study!

Here is a video showing per-Scene sound setup and other workflow tools!

Here’s a video showing how to trigger audio from Unity 4.6 GUI objects (no code needed)!

Here’s a video showing how to hook up Master Audio to Unity 5 Audio Mixer!

Another video showing how to set up layered music, which can be interactive!

Click here for the documentation.

Click here for the complete code API - be aware that in most cases you do not actually have to use it because of the multiple ways to control things without writing any code.

Purchase now at: Master Audio 2022: AAA Sound | Audio | Unity Asset Store

Compatible with Unity Free and Pro, V2017.1+, all export platforms.

For support email support@darktonic.com or use the official Dark Tonic forums here: http://darktonic.freeforums.net/

If you are waiting for UNET support before considering buying, please let us know. We are unsure of the audience of Photon vs UNET.

UNET exact needed.

Thank you, 1 vote and counting!

whether to work with these assets?
Master Server Framework

uMMO

Unless they are use Photon as a base then no. So likely no. Never heard of either of those. UNET will be next but I probably won’t do any other separate frameworks because their user base is too small to be worth the effort. That’s probably bad news to you but I’d rather give the truth up front.

Do either of those use UNET? Or are they their own thing?

uMMO - UNET & 100% native Unity networking code.
Master Server Framework - Barebones Networking API (UDP / RUDP / Websockets.

Sounds like it might work then, once we have UNET compatibility. You could try it and let us know.

Does this work with both Photon PUN and Bolt? Or just one or the other?

Not Bolt. There’s a link in the OP which links to the non-Bolt Photon. But you can use either Photon PUN (paid version) or the free version (which is what I linked to).

Until Bolt gets a whole lot more adoption, we’re probably not going to spend time making it work with that. Unless of course we knew that there was a large user base ready to buy, which we don’t…

I think I’ve had a single request for Bolt, and a single request for UNET so far. By all means, if you guys want to cast votes, speak up here.

How do you get so much ratings in just half a month for this product. Am I missed something, maybe there was a free upgrade or free price on it? However, awesome!

Apparently you “inherit” the reviews from the lower product when you create an upgrade package. I didn’t know that, but it happened.

No it was never free.

V 1.1 will be live in about an hour. Changelog:

  • UNET support added, it is the default. Photon support still there by installing an included optional package.
  • All new Master Audio “core” bug fixes and additions. See the Master Audio release notes for details.

V 1.1.1 changelog (will be live in a few minutes):

  • Bug fix: Occlusion code no longer causes any Garbage Collection when occlusion is turned off (or on), except possibly during the frame that you turn it on during runtime (which wouldn’t happen in normal game play I think).

Hi,

I know MAM support Photon PUN. Does MAM support Photon Server? Can I use MAM to implement voice chat?

Photon Server? Never used it. If it uses the same core code as Photon, then yes, otherwise no. Does it? I don’t see “Photon Server” on the Asset Store. Where do you buy it from?

Voice chat? No. There are standalone plugins for that but not ours.

Here is the info about Photon Server. https://doc.photonengine.com/en-us/onpremise/current/getting-started/photon-server-intro

Photon Cloud and Photon Server (OnPremise) are about the same. So I think MAM support Photon Server too.

Yeah, it looks that way from the description. If you get a chance to try it out, let us know if it works please. It will take me a long while before I’ll get to it unfortunately.

V 1.1.2 will be live in 20 minutes. Changelog:

  • Changes to Linked Groups (on Sound Group Inspectors). There is no longer the option of “Play when Requested”, only “play when played”. Now there are separate sections for “Start Linked Groups” and “Stop Linked Groups”. The “Start” ones are as before. The “Stop” ones enable chaining of Sound Groups, and play when the Sound Group’s Variations stop playing. This lets you set up chains of FX.
  • Added “Linked Groups To Play” dropdown for both Linked Group types (start and stop). Choices are “All” (default) and One At Random.
  • SoundGroupAttribute now has a gear icon to edit the chosen Sound Group, and preview / stop icons.
  • Added preview and stop buttons to Sound Group settings on Event Sounds.
  • Master Audio game object is now in the Ignore Raycasts layer.
  • All children of Master Audio game object (followers / variations / etc) now take the layer of the MA game object once the Scene starts. This will help make the triggers used by Audio Listener Follower not interfere with raycasts.
  • Now having more than one of the same Sound Group set up in Music Ducking will log a warning to the Console and show you a red error box in the Inspector.
  • Added a button to Copy Settings in Sound Group’s Inspector so that you can bulk copy the Voices / Weight field from one Variation to any/all others. This field was strangely missing from that section.

V 1.1.3 will be live in 20 minutes. Changelog:

  • Fixed bug: Scene reloading would cause Custom Event Listeners to be shown increasingly more times as Listeners in the Inspectors.
  • Fixed bug: If LowPassFilter already exists on Variation, Occlusion will log error when trying to add the Component.
  • Fixed bug: Dynamic Sound Groups with “Use Localized Folder” would not correctly unload Resource files when the DGSC was disabled.
  • Added “Add to Ducking” button to Bulk Group Changes section on Group Mixer. Will add all selected Groups to Music Ducking.
  • Added “Use Spatializer” checkbox on Advanced Settings for Unity 5.4 and up. If checked, and you have selected “OculusSpatializer” from the Spatializer Plugin dropdown on AudioManager screen, then “Spatialize” checkbox on all Audio Sources for Sound Groups will be checked when you click enter Play mode.
  • Added Audio Source Template of “Max Distance 10” and tweaked all Audio Source Templates so 0 is reached at max distance.
  • Added option for Occlusion to choose whether “Ray Casts Hit Triggers”. Defaults to true as that’s the normal Unity option.
  • Fixed Unity 5.6 compilation error.