AudioDatabase


Audio management system for Unity games.


by Alexandre


Price History +

AudioDatabase is a complete, production-ready audio management system for Unity that centralizes all your game audio control.

Core Features

Centralized Management

  • Single AudioManager singleton controls all audio
  • Modern UI Toolkit editor with search and filtering
  • Organize audio by custom Categories (Music, SFX, UI, Voice) and Types (SFX, BGM, MISC)

Performance Optimized

  • Automatic object pooling eliminates GC allocations during playback
  • Handles 50+ concurrent sources on mobile, 200+ on PC
  • Built for performance-critical applications

Advanced Volume Control

  • Hierarchical volume multipliers (Category × Type × Clip)
  • Real-time adjustments during gameplay
  • Smooth fade in/out with AnimationCurves
  • Per-category and per-type pitch control

Flexible Configuration

  • Multiple audio clip variants with weighted random selection
  • Concurrent playback limits prevent audio spam
  • Full 3D spatial audio support (doppler, reverb, rolloff, spread)
  • Loop settings with automatic fade

Event System

  • Component-based AudioEventTrigger for no-code audio
  • Trigger on lifecycle events (Awake, Start, OnDestroy, etc.)
  • Physics events (OnCollisionEnter, OnTriggerEnter - 2D/3D)
  • Mouse events (OnMouseDown, OnMouseEnter, OnMouseExit)
  • Custom named events
  • Actions: Play, Stop, Pause, Resume, SetVolume with scoping

Quick Start

  1. Open Tools > Audio > Config AudioDataBase
  2. Click "Create", name your audio, assign AudioClip
  3. Click "Save"
  4. Use in code: AudioManager.Instance.Play(gameObject, audioID);

What's Included

  • AudioManager singleton
  • UI Toolkit editor window
  • AudioEventTrigger component
  • Custom property drawers
  • Audio type and category configs
  • Complete API for play/stop/pause/resume
  • Comprehensive documentation with examples

Zero external dependencies. Works out of the box.