CueKit – Audio Cue Manager and Editor Tools


CueKit keeps its data in ordinary Unity assets, so it grows with your project and stays easy ... Game-Driven Parameters Captions for Accessibility No-Code Components & Timeline Tracks


by SomnolentTeam


Price History +

Cue-based audio for Unity 6. Play sounds by name, switch music on the beat, mix with buses and ducking, and see in a live monitor what played, what didn't and why.

Features


  • Cue library with variants, regions and trims; shuffle, random, sequence and weighted variation; pitch and volume jitter; cooldowns; instance limits with voice stealing; priorities.
  • Pooled one-shot voices that outlive the object that played them; follow a transform; a policy for when that object is destroyed.
  • An AudioHandle and a PlayResult for every play, awaitable with async/await.
  • Music: clock-scheduled passes, crossfades, playlists, sample-exact loops, beat- and bar-synced sections, transition rules, stingers and stems.
  • Ambience layers.
  • Mixer: five built-in buses and custom buses, saved player volume and mute, mono output, ducking with attack and release, snapshots.
  • Parameters that drive volume, pitch and low-pass through curves.
  • Banks with load modes: Default, Preload, With Scenes, On Demand, Streamed.
  • Caption events for subtitles and accessibility.
  • Components: Cue Emitter, Cue Footsteps, Cue Impacts. uGUI button sounds, volume, mute and mono controls, and an options panel. UI Toolkit volume panel and captions view.
  • Timeline: Cue, Music and Parameter tracks.
  • Editor analysis: LUFS loudness measurement and matching, loop seam checks and fixes, loop point and tempo detection, import settings recommendations, memory estimate for the active build target, and a check before every build.
  • Workflow: rename as a refactor across scripts, prefabs, scenes and Timeline; command palette; cue picker for Inspector fields; generated Cues, Params, Buses, Banks and Snapshots constants with IDE docs.
  • The library builder reads file names with no configuration (ui_click_01.wav and ui_click_02.wav become one cue with two variants). A setup wizard creates the settings and a pre-routed mixer.
  • CSV export and import of the cue list.

Supported OS


  • Editor: Windows, macOS and Linux. CueKit has no OS-specific code; it was developed and tested on Windows.
  • Runtime: every platform Unity's AudioSource and AudioMixer run on. The only platform-specific code is the WebGL audio unlock (sound starts after the first click or key press).

Compatibility


  • Unity 6000.3 (Unity 6.3 LTS) or newer.
  • Render pipelines: Built-in, URP and HDRP. CueKit contains no rendering code.
  • Dependencies: Unity's built-in modules only (Audio, IMGUI, UI Elements, Physics, Physics 2D, Terrain, Terrain Physics). The uGUI and Timeline integrations compile only when those packages are installed.
  • Full C# source code included, in separate assemblies for runtime, editor, uGUI and Timeline.
  • Editor UI built with UI Toolkit, in dark and light skins.

Link to documentation


The documentation ships offline in the package and opens in the CueKit window (Help page, or F1 on any panel): manual, getting started, twelve guides, scripting API, components and settings references, shortcuts, FAQ, troubleshooting and glossary. Also available online: Documentation | Getting Started | Scripting API | Support


Third-party notices


CueKit uses icons from Lucide under the ISC License; some of them derive from Feather under the MIT License. See Third Party Notices.md in the package for details.


Website | Documentation | Getting Started | Scripting API | Support


The audio toolkit that lives inside Unity

CueKit organises your sounds into cues and gives you one editor window to build, audition, mix and debug them. Play any sound with one line of code, and when one doesn't play, find out why.


Everything runs on Unity's own AudioSource and AudioMixer. No middleware, no separate authoring app, no native plugin and no sound-bank build step.


Use it for a handful of UI clicks or a full adaptive score. CueKit keeps its data in ordinary Unity assets, so it grows with your project and stays easy to hand off.



CueKit at a Glance


  • One-Line Playback with Generated Constants
  • Live Monitor: "Why Didn't It Play?"
  • Adaptive Music Synced to Beat & Bar
  • Layered Ambience
  • Buses, Ducking & Snapshots
  • Game-Driven Parameters
  • Captions for Accessibility
  • No-Code Components & Timeline Tracks
  • Health Checks with One-Click Fixes
  • Full C# Source Code Included


First Sound in a Minute


  1. Drop your audio. Files or whole folders, from the Project window or straight from Explorer or Finder.
  2. Get cues. ui_click_01.wav and ui_click_02.wav become one cue with two variants. Folders pick the bus, and you see the result before anything is written.
  3. Play it from code. Audio.Play(Cues.UiClick); CueKit writes a Cues class, so you get autocomplete and compile errors instead of typos.

Each play picks a variant without repeating the last one, adds pitch and volume variation, respects cooldowns and voice limits, and routes the sound to the right mixer bus. Get started



Know Why a Sound Didn't Play


Live Monitor

In Play Mode, the Live page records every play, skip and steal with the line of code that asked. Select one and CueKit walks through each check it made (cue found, playable clips, cooldown, max instances, voice available, bus audible, listener in range) and stops at the one that failed. Every play also returns a PlayResult, so your code can react the same way. Learn more


Health

Every problem in your audio setup, from missing clips and loop seams to loudness mismatches, import settings and unused cues, listed with a button to fix each one. A check also runs before every build. Loops and loudness



Build Your Soundscape


One-Shots, 3D & Loops

Pooled voices that outlive the object that played them, click-free stops, voice stealing and priorities, and a handle for every play that you can await. Playing sounds


Adaptive Music

Crossfades, playlists, sample-accurate loops, beat- and bar-synced sections, transition rules per track, stingers and parameter-driven stems. The Music page lays sections out on a bar grid, with a playhead that shows where the next switch will land. Music


Layered Ambience

Background beds on layers that crossfade in and out, each with its own volume. Ambience


Buses, Ducking & Snapshots

Five built-in buses plus your own, saved player volumes, mute, mono output, duck rules with attack and release, and mixer snapshots. Ducking and snapshots


Parameters

Global values such as intensity or health that shape the volume, pitch and low-pass of any cue through curves.


Captions

Caption text per cue and events for subtitles and on-screen indicators of important sounds. Captions and accessibility



Sound Without Code


Emitters, footsteps by surface, impacts by hit speed, UI button sounds and a ready-made audio options panel, for both uGUI and UI Toolkit. Cue, Music and Parameter tracks for Timeline. Sound without code



One Window for Everything


The CueKit window is built with UI Toolkit in Unity's dark and light skins, and is keyboard first: Space auditions, F2 renames, Ctrl+K opens the command palette.


  • Cues: browse the library with waveforms, drag in files, trim and split clips into regions, and preview a loop exactly as the game will play it.
  • Music: a bar-grid timeline with sections, transition rules and stems.
  • Mixer: bus strips with faders, meters, mute and solo, duck rules and live parameter sliders.
  • Live: every play, skip and steal in Play Mode, with the script line that called it.
  • Health: problems in your audio setup, each with a fix button.


Made for Teams


  • Generated constants: Cues, Params, Buses, Banks and Snapshots classes with IDE docs.
  • Rename as a refactor: scripts, prefabs, scenes and Timeline assets follow a renamed cue.
  • Banks: split the library and choose when audio loads: preload, with scenes, on demand or streamed.
  • Tags and CSV: tags, captions and notes go to and from a spreadsheet for your sound designer.

Organising a big project



Documentation & Support


The manual, twelve guides, the full scripting reference and interactive tours are built into the CueKit window (open the Help page, or press F1 on any panel) and are also available online. A demo scene is included as a package sample.


Questions or problems? Visit Support or email support@somnolentteam.com.


Please Note: CueKit is a tool for organising and playing your own audio. It is not a sound effects or music library.