Audity – Node-Based Audio Middleware & Sound Design Toolkit
Mobile: iOS and Android via IL2CPP WebGL: not supported Documentation ... Design sound that reacts. ... Change the graph while it plays, in audition or in Play mode, and the change is ...
by DarkEffekt
Price History +
Engine & performance
- Each Sound Graph compiles to a single Burst-compiled program (up to 256 nodes), dispatched in one pass per audio block; the audio thread never allocates
- Built on Unity's Scriptable Audio Pipeline: a graph is a first-class audio generator at the source
- Identical engine in editor auditions and shipped players
- Deterministic: seeded per-asset randomness, so the variation you approve is the variation that ships
- Multichannel throughout, up to 7.1 (8 channels), with exact width propagation and no hidden up/downmix
67 built-in nodes
- Sources (4): Wave Player (8 voices, poly/cut, launch quantize), PolyBLEP Oscillator, Noise, Impulse
- Mix & channels (13): Mixer, VCA, Crossfade, Pan (mono to 7.1), Stereo Width, Layer Mixer, split/join, and channel tools
- Effects (16): Resonant Filter, Delay, Reverb, Compressor with sidechain, Limiter, Parametric EQ, Shaper, Chorus, Flanger, Phaser, Comb, Ring Mod, Noise Gate, Transient Shaper, Pitch Shifter, Linkwitz-Riley Crossover
- Modulation & values (15): ADSR, LFO, Envelope Follower, Sample & Hold, Spectrum Analyzer, Math (20 ops), Remap, Curve, Slew, and more
- Logic & timing (13): sample-accurate quantize (beat/bar/phrase), Switch/Random/State Route, sequencing, probability, rate limiting
- Spatial (6): Listener Info (distance, azimuth, elevation, closing speed), Doppler, vector math
Workflow & tooling
- Live graph editing, in audition and while the game runs: an edit reaches whatever is already playing, with per-node value, voice, and output-level readouts
- Sample assets with loop regions, crossfades, Tail Start; DAW tempo/loop metadata read from WAV (acid/smpl) and AIFF
- In-Memory / Paged / Streamed source tiers, per Sample
- Activity Monitor with per-node cost table and Perfetto trace export; an Audity module in Unity's Profiler; project-wide memory report
- Bounce to WAV offline, faster than real-time (up to 96 kHz / 32-bit float), with take re-rolls and seed locking
- Timeline track and an animation bridge for AnimationClips and Animator parameters
- Allocation-free scripting API: quantized playback, sticky parameters with glide, read-back, shared transports, banks, pooled one-shots
- Extend in C#: custom Burst DSP nodes, voice players, and generator sources from a plain project assembly
- AI-assistant ready: six agent tools (find, describe, validate, create, edit, bounce) that support the Unity Assistant via MCP and Unity CLI when either is installed
Supported platforms
- Unity 6000.5 or newer
- Desktop: Windows, macOS, Linux
- Mobile: iOS and Android via IL2CPP
- WebGL: not supported
Documentation
- Full manual (15 chapters + API reference): https://darkeffekt.com/audity/docs/
Design sound that reacts.
Audity is audio middleware for Unity. Sources, effects, modulation, and logic go on one canvas, and what you build there is what the game plays. A Sound Graph is an ordinary project asset, authored in a window beside your scene, and a playing graph is a real Unity AudioSource: mixer routing, snapshots, pausing, and everything else you already know still works.
Author. Listen. Do it live.
Play a graph from its own window without entering Play mode. While it runs, nodes show their live values, active voices, and output levels. Change the graph while it plays, in audition or in Play mode, and the change is audible straight away, so you tune against what you're hearing instead of stopping and starting over.
One float from your game can drive anything.
An engine that spins up, strains under load, and coasts back down, driven by one value your game already tracks. A gunshot whose space is a parameter, so the same asset pops across a field and cracks off a stairwell. Footsteps where a Sample Set picks a take you didn't just hear and a surface enum routes it down the right chain. Music cues that wait and land sample-exactly on the next bar, no matter how late they're asked to start.
Sound with no files at all.
Band-limited oscillators, noise, and impulse sources mean an idling engine that never loaded an audio file. Or start from samples: loop regions with power-warped crossfades, a musical Tail Start to stop into, and weighted, shuffled, or round-robin Sample Sets.
It scales with you.
Package any chain as a Sub Graph and reuse it anywhere. Coalesce forty debris pings into one composite with Batch Groups. Write your own Burst DSP node in C# from a plain project assembly, with no package edits and no editor code, and it appears in the create menu beside the built-in ones.
Comes with a 15-chapter manual, a quick-start scene, a fully synthesized drivable hovercraft demo, and custom-node examples.