Prime Audio System


Production-ready audio architecture for Unity. Pools, entity channels, music crossfade, surface footsteps, RTPC, and VO queues — one clean service interface.


by Azen


Price History +

Prime Audio System provides a complete audio service layer for any Unity game genre.


Instead of placing AudioSources manually on every object, the system manages

per-category pools of AudioSources with priority eviction. Every Play() call

returns an AudioHandle that lets you Stop, Pause, Resume, or change the volume

of any specific sound after firing it — without holding a reference to the

underlying AudioSource.


Entity audio is handled through AudioController — a base class that binds

sound channels to an entity's transform in 3D space and automatically cleans

up all channels when the entity is destroyed.


Music is managed through MusicService with A/B crossfade and a Push/Pop stack

for pause menus and cutscenes. AdaptiveMusicSystem synchronizes multiple stems

at DSP time and transitions between game states by fading stem volumes.


Surface audio automatically routes footstep, land, and impact sounds through

a PhysicsMaterial/Tag/TerrainLayer database — including support for Unity Terrain

texture layers. Adding a new surface material requires only Inspector changes.


RTPC bindings connect any AudioParameter ScriptableObject to clip properties

via an AnimationCurve — engine pitch from speed, heartbeat volume from health —

with a single line of code in Update().


All dependencies are optional. The system works out of the box with direct

AudioClip references and a built-in event bus. Addressables support, custom

event buses, and custom surface providers can be plugged in at bootstrap time.


Suitable for: action games, horror, RPG, simulation, mobile, VR.

Requires: Unity 2022.3 LTS or newer, DOTween (free version).



LICENSE NOTICE


This asset is open source software and is governed by the MIT License.

Copyright (c) 2026 Azen.


The full license text is included inside the package (LICENSE file) and is

also available publicly at:

https://github.com/AndriiSviatenko/Prime-Audio-System


You may use, copy, modify, merge, publish, distribute, sublicense and sell

copies of this software, including in commercial projects, under the terms

of the MIT License.


THIRD-PARTY COMPONENTS


DOTween (HOTween v2) — Copyright (c) Daniele Giardini, Demigiant.

Not included in this package. It is listed as an Asset Store package

dependency and must be installed separately. DOTween is governed by its own

license terms.