Pepper.SFX

About

Why Pepper.SFX exists

Built out of need, by an audio engineer turned game developer.

Pepper.SFX was built out of sheer need. I wanted specific audio workflows in my games, and I didn’t want to leave Unity for separate audio software to get them.

I built it as an audio engineer turned game developer, while still studying game development.

It has gone through many iterations. I hope you enjoy using it as much as I enjoyed making it.

Amir Pepper

What it solves

Unity ships the building blocks of game audio: AudioSource, AudioClip and the Audio Mixer. Everything a game needs on top of them is left to you. Which footstep plays next. How many sounds can play at once, and which ones go quiet when there are too many. The music dipping under dialogue. A gunshot muffled by a wall. The reverb changing as you walk from a cave into the open.

So every project writes that layer again. It usually starts as a few helper scripts, ends up spread through gameplay code, and is the first thing to break when the game grows.

Why inside Unity

Large studios solve this with audio middleware: sounds are authored as assets, and the game only says what happened. If you have used Wwise or FMOD, the ideas will be familiar: events, containers, buses, states and parameters.

Pepper.SFX brings that way of working into Unity itself. There is no separate authoring application and no extra build step. It plays through Unity’s own audio, so it goes wherever Unity’s audio goes, and everything is set up in the Unity editor you already use.

Free, and full

The free version is on GitHub. The full version adds the C# source, multiplayer, Addressables loading and every editor window, and is coming to the Unity Asset Store. When you move from one to the other, an upgrade tool carries your project across.

Get Pepper.SFX