SoundManagerPro: Free Edition

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“Your Asset has been published! And quite an impressive asset it is :)”
– Unity Asset Store

Want to streamline your work process? Improve your work flow?

As a fellow Unity programmer, I’m looking to help out if you’re interested in that.

Having worked on over 10 Unity games, I have grown tired of spending the time to implement audio. In the beginning of the process, nobody cares about it. But by the end, it becomes a huge and underestimated issue. Why can’t it just work the way you want it to?

So I decided to make a sound manager designed to cater towards making games. It was so useful, I decided to provide it to everyone else. (And so far everyone loves it! Check out the feedback on the Forums and the Asset Store)

SoundManagerPro is a powerful and easy-to-use sound and music system for Unity, both Pro and Free (3.5.4f1 or higher).

It features it’s own music managing AI to make sound integration into your project quick and easy. Not only is it easy, but it is done with style to add that extra UMPH. Forget about saving programming music for last, make it quick, easy, impressive and FANCY with SoundManagerPro. All with minimal overhead.

SoundManagerPro works in an interesting way which separates itself from the competition. It uses its own SoundConnection class. SoundConnections tie a list of AudioClips, a method to play them, and various other variables to a scene. Then, the AI will take it from there. Each time you enter a scene, it will just know what to do. It knows when to play the song, when not to restart a song, and how you want it played. Don’t worry, SoundManagerPro is flexible and this setup is not required. It just helps you quickly set up a backbone for your project. SoundManagerPro gives you the option to still use it’s AI however you want to.

I want you to know about and use SoundManagerPro in your games. You can get a preview from my video, and you can try it out free of charge.

So you want to know what I get out of it? I just want to bring a level of sound quality to all games while allowing you to reallocate your resources to making your games better. And of course, I want to hear your feedback and feature requests.

If you’re interested, I’d love you to give SoundManagerPro a try:
Free Version
or
Full Paid Version (the watermark is removed)

Features:

  • Full Inspector Integration, Setup, and Editing
  • Sound Managing AI
  • Sound Effects (SFX) Management and Pooling System with extra versatile modification real-time
  • Sound Effects Capping System to prevent too much of the same sound playing at once
  • It’s own AudioClip Loading system for efficiency and flexibility
  • Crossfading
  • Option of Code-Free Implementation
  • Common play methods found in Audio Players: Repeat, Shuffle, Delay (among many)
  • Developer Options to turn off music or show more information
  • An elaborate Demo Scene to show you what you can do
  • Flexible Event System
  • Scripting Reference Available on our site.
  • Plugin Support and Updates
  • Possible 5-minute music integration
  • And much more!

Watch the HD Video Tutorials

For more information, please visit the website.

Changelog in 2.0:

  • New inspector layout
  • Added a Sound Effects Management and Pooling System
  • Added ability to cap sound effects so not too many will play at once (to prevent something playing 10 times at once and drowning everything else out)
  • Added ability to just play a clip without having to make a SoundConnection
  • Added ability to play a clip immediately and have it loop
  • Added ability to set music and/or sound effects enabled
  • Added ability to get a SoundConnection for a certain level
  • Completely removed excess components
  • Fixed issue with setting the volume to a higher volume not working instantly
  • Added callbacks for crossfading
  • Modified system to be able to handle temp change when the pitch is changed
  • Fixed issue with crossfade time changing forever if the clip length was less than the crossfade length
  • Fixed issue with volume not updating when the crossfade duration was 0, causing a new track to sometimes start at maximum volume
  • Fixed issue where if you played another track manually, but switched while it was crossing in-- it would finish the cross in before successfully crossing out
  • Clips will now be removed if you select none
  • Fixed issues with Unity4 deprecated functions
  • Fixed issues with people who pause the game with Time.timeScale
  • Fixed Issue with LevelLoad sometimes being called twice in some people’s games

Upcoming Features in Future Updates:

  • Full source code released if SoundManagerPro gets enough downloads!
  • AudioSource pre-editing manager (configure and save AudioSource settings to apply to any sound)
  • Ability to play a new music track within a currently playing SoundConnection (without stopping it)
  • Ability to get current playing song easily
  • Ability to get full current scene playlist easily
  • Ability to go to Next or Previous song in scene playlist
  • AI support for Additive and Async level loading
  • More info coming soon!

Nice!

Hey all,

Thanks to Yusuf AKDAG for alerting me of this issue.

I have fixed this and it is now available(v2.1.1) on the Asset Store.

The structure of the code is different so you’ll have to at least reimport a couple things:
DemoTwo.cs (if you’re using it)
SoundManager.dll
SoundManager.prefab

FYI, a change like this most likely won’t happen again.

Just in case, I would click ‘view all’ on your current SoundManager prefab and take a screenshot of your SoundConnections and SFX. Worst case scenario, you’ll have to recreate the SoundManager prefab and add the component from Component > AntiLunchBox > SoundManager.

Let me know if you have further issues.

AntiLunchBox Studios

Thanks to a fast response to from Unity Asset Store Team (thanks!), the update with the fix is now on the Asset Store. You can download it regularly from there.

Changelog in 2.1.1:

  • Removed unneccesarry scripts in the Components menu
  • Fixed issue with Mute Music actually calling Mute All
  • Revamped code structure (prepped for exposure in the Paid Version)
  • Application.LoadLevelAsync support (additive will not be supported)
  • Ability to Pause everything
  • Ability to get current playing song easily
  • Ability to get full current scene playlist easily
  • Ability to go to Next or Previous song in scene playlist
  • Fixed issue with minimizing unity
  • Added more to the demo scene, 2 pages of functionality now
  • Fixed issue with callbacks

In 2.1.1, the structure of the code is different so you’ll have to at least reimport a couple things:
DemoTwo.cs (if you’re using it)
SoundManager.dll
SoundManager.prefab

FYI, a change like this most likely won’t happen again.

Just in case, I would click ‘view all’ on your current SoundManager prefab and take a screenshot of your SoundConnections and SFX. Worst case scenario, you’ll have to recreate the SoundManager prefab and add the component from Component > AntiLunchBox > SoundManager.

Let me know if you have further issues.

AntiLunchBox Studios

The Free Version just got an update to 2.1.2.

There are a couple bug fixes and optimizations added. This update, however, does not include the NGUI intregration, PlayMaker integration, or UI facelift that the full version recently got.

Happy gamemaking,
AntiLunchBox Studios

Hey guys!

The full version of SoundManagerPro is on sale in the Daily Deal! Check it out 50% off!

Hey all,

There is a special temporary crazy exclusive sale going on for SMPro.

In addition to the 25% off introductory sale, there is an additional 33% off CRAZY SALE!

Get it on the asset store:
https://www.assetstore.unity3d.com/#/content/9209

-ALB