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NIX Audio

Clip metadata, timed markers, pooled playback and an audio editor window for Unity.

Your game code passes an AudioClip. NIX Audio looks up its volume, random pitch, spatial blend, loop, mixer output, instance limit, cooldown and markers — named points in time that fire callbacks while the clip plays — and plays it on a prewarmed voice pool.

using NixAudio;

AudioPlayer.Instance.Load(combatLibrary);
AudioPlayer.Instance.Play(swordSwing, transform.position)
    .OnMarker("hit", ApplyDamage)
    .OnComplete(ReturnToIdle);

Coming soon to the Unity Asset Store

The store link will be added here when the package is published. Questions before then: tientv.0702@gmail.com.

Get started Read the FAQ

What is in the package

  • Runtime player


    AudioPlayer with a prewarmed, stack-based voice pool, Max Voices and voice stealing, per-clip Max instances and Cooldown, BGM / SFX buses saved in PlayerPrefs. No allocations per frame.

  • Markers and callbacks


    Place markers on the waveform, then react in code with OnMarker("hit", …), OnComplete, or a global onMarkerReached event. Markers fire on every loop.

  • Audio Studio window


    Browse clips, edit metadata, place markers while the clip plays, and trim / re-level / re-speed files with automatic backups and Undo for every library change.

  • Audio Debug window


    Play Mode charts for voices, audio CPU, memory and markers per frame, plus tables of every voice and every clip in memory.

  • Analysis


    Spectrum, waveform, level, kick / bass / voice / snare / hi-hat bands, BeatDetector and the no-code AudioReactive component.

  • Built for current Unity


    Unity 2022.3 LTS and Unity 6, assembly definitions, Enter Play Mode with Domain Reload disabled, Built-in / URP / HDRP. 48 EditMode tests included.

Screenshots

Markers that call your code Trim, fade, re-level and re-speed clips Audio Debug in Play Mode Bands, beats and AudioReactive

Technical details

Unity 2022.3 LTS or newer, Unity 6 supported
Render pipelines Built-in, URP, HDRP (the runtime does not render; the demo picks the right materials)
Platforms All Unity platforms; analysis reads zero on WebGL
Code C#, namespaces NixAudio / NixAudio.Studio, full XML documentation, 5 assembly definitions
Dependencies None for the runtime. Demo: Unity UI + TextMeshPro. Optional: FFmpeg (not included), Input System, Test Framework
Demo 2 scenes (16:9 and 9:16), 5 clips 48 kHz / 24-bit WAV
Network / data No network access, no analytics