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