LensLabs Audio Manager


Key features: ... Known limitation: only one music track is "active" at a time by design, to keep the ... If you need independently-mixed simultaneous music layers (e.g. adaptive/stem-based ...


by Lens Labs


Price History +

Drop-in Unity audio system: music crossfade, pooled 2D/3D SFX, mixer-optional volume control, and persistent settings — production-ready sound in minutes.
  • Language: C#. Source code included — no precompiled DLLs.
  • Built and tested against Unity 6000.4.10f1. The package doesn't use any version-specific APIs, so earlier LTS versions likely work too, but this hasn't been independently verified.
  • Three assembly definitions (Runtime, Editor, Demo) — keeps editor-only code out of player builds and speeds up compilation.
  • Dependencies: none beyond Unity's built-in modules (Audio, UI). No third-party packages required.
  • Render-pipeline agnostic — only touches audio, so it works the same under Built-in, URP, or HDRP.
  • No platform-specific code — relies solely on standard Unity AudioSource/AudioMixer APIs. Developed and tested in the Unity Editor; not independently verified on every platform Unity supports.
  • Included demo content: one generated demo scene, four sample Sound Definition assets, one Sound Library asset, and a handful of original demo audio tracks (see Audio/README.md in the package for their license terms — demonstration use only).
  • Documentation: four Markdown guides included in the package (Setup, API Reference, Mixer Setup, FAQ).

LensLabs Audio Manager is a lightweight, code-first audio system for Unity that gives your project production-ready sound in minutes, with zero required scripting to get started.

Add a single AudioManager component to your first scene and it handles the rest: crossfaded music playback, pooled 2D/3D sound effects that scale to any burst size without hitches, and persistent volume/mute settings — all through a small, documented API you call from your own code.

Key features:

  • Singleton AudioManager, persists automatically across scene loads — add it once.
  • Music playback with crossfade and fade-out, using two internal channels so you can transition between tracks smoothly.
  • Pooled SFX (2D and 3D) that grows on demand under load and never drops or cuts off simultaneous sounds.
  • Volume and mute control for Music, SFX, and Master, applied live even to sounds already playing.
  • Works out of the box with plain AudioSources — no AudioMixer required. Assign an AudioMixer later and the same API automatically switches to mixer-driven volume control.
  • Settings (volume, mute) persist automatically via PlayerPrefs, namespaced so they won't collide with your own keys.
  • ScriptableObject-based Sound Library and Sound Definition assets, with custom inspectors (including in-editor clip preview) for organizing audio without touching code.
  • One-click "Build Demo Scene" tool generates a fully working demo scene, sample Sound Library, and volume/mute UI — a fast way to see everything working, and a reference for wiring up your own UI.
  • Full documentation: setup guide, API reference, AudioMixer setup guide, and FAQ.

Requirements: Unity 6000.4.10f1 or newer. No third-party dependencies — built entirely on core Unity APIs (AudioSource, AudioMixer, ScriptableObject, uGUI).

Known limitation: only one music track is "active" at a time by design, to keep the crossfade model simple. If you need independently-mixed simultaneous music layers (e.g. adaptive/stem-based music), that's out of scope for this version.