Pepper.SFX

For Unity 6

Audio middleware for Unity.

Build your game’s sound as assets: events, containers, buses, states and parameters. Play any of it with one line of code. Pepper.SFX works inside the Unity editor and plays through Unity’s own audio, so there’s no separate tool to learn.

Why it exists

The problem it solves

Unity gives you an AudioSource and an AudioClip. The rest of game audio you write yourself: picking variations, capping voices, ducking music under dialogue, muffling sounds behind walls, changing reverb between rooms. Most projects write that layer again, and most of it ends up in gameplay code.

Pepper.SFX is that layer, built once and tested. Sounds are set up in the editor, by whoever makes them. Code posts an event.

More on why

Without Pepper.SFX

public AudioClip[] clips;
public AudioSource source;

void PlayFootstep()
{
    // no repeat check, no voice limit, no mixing
    source.clip = clips[Random.Range(0, clips.Length)];
    source.pitch = Random.Range(0.95f, 1.05f);
    source.Play();
}

With Pepper.SFX

public AudioEvent footstep;

void PlayFootstep()
{
    footstep.Post(gameObject, transform.position);
}

The event picks a variation, applies its pitch and volume randomisation, routes the sound to its bus and takes a voice from the pool.

What’s in it

  • Events and containers

    Author sounds as assets and play them with one call: events decide what happens, containers decide which clips play and how.

  • Occlusion

    Sounds behind walls and cover get quieter and duller, softened at the edges and free of clicks, switched on per sound with one checkbox.

  • Ambient propagation

    Rooms, doorways and doors for ambient beds: hear rain through the window, and the next room's machinery through a door as it opens.

  • Reverb

    Each sound rings with the reverb of the room it's played in: parametric reverb on most platforms, convolution reverb on 64-bit Windows.

  • Multi-position audio

    One sound from up to 16 places at once (a river, a row of torches, club speakers), posted with one call and controlled with one handle.

  • Voices and performance

    A fixed voice pool that ranks every sound, parks the least important silently in place and ends whole sounds with a fade when it needs room.

Start free

The free version covers single-player game audio. The full version adds the C# source, multiplayer, Addressables loading and every editor window.