Guidance / Cookbook
Setup & Organization
Recipe: First-Time Project Setup (10 minutes)
π What: Complete setup from scratch to playing first sound
Step 1: Create AudioManager (2 min)
-
Create empty GameObject in scene: βAudioManagerβ
-
Add component:
AudioManager(Component β Audio System β Audio Manager) -
Configure Inspector:
- Master Volume: 1.0
- Max Real Voices: 32
- Max Virtual Voices: 64
- Enable LOD: β
Occlusion is opted into per-container (see the
Use Occlusiontoggle on AudioContainer assets), not via a global AudioManager switch.
Step 2: Create Folder Structure (2 min)
Right-click in Project, create folders:
Assets/
βββ Resources/
β βββ Audio/
β βββ Events/ β AudioEvents MUST go here
β βββ States/ β AudioStates MUST go here
βββ Audio/
βββ Containers/ β Container assets
βββ Buses/ β Bus assets
βββ AudioClips/ β Your .wav/.mp3 files
βββ SFX/
βββ Music/
βββ Ambience/
Step 3: Create Master Bus (1 min)
- Right-click
Buses/β Create β Audio System β Audio Bus - Name: βMaster_Busβ
- Inspector:
- Bus Name: βMasterβ
- Volume Db: -3
- Parent Bus: (none)
Step 4: Create SFX Bus (1 min)
- Right-click
Buses/β Create β Audio System β Audio Bus - Name: βSFX_Busβ
- Inspector:
- Bus Name: βSFXβ
- Volume Db: 0
- Parent Bus: Master_Bus
Step 5: Create First Container (2 min)
- Right-click
Containers/β Create β Audio System β Routing Container - Name: βTest_Click_RCβ
- Inspector:
- Container Name: βTestClickβ
- Audio Clips: Drag in a sound
- Volume: 1.0
- Enable Volume Randomization: β (Min: -1, Max: 1)
- Enable Pitch Randomization: β (Min: -50, Max: 50)
Step 6: Create First Event (2 min)
- Right-click
Assets/Resources/Audio/Events/β Create β Audio System β Audio Event - Name: βPlay_TestClickβ
- Inspector:
- Event Name: βPlay_TestClickβ
- Priority: High
- Max Instances: 3
- Actions β Size: 1
- Action [0]:
- Type: Play
- Container: Test_Click_RC
- Target Bus: SFX_Bus
β Result: Complete audio pipeline ready to use!
Recipe: Recommended Bus Hierarchy
π What: Professional bus structure for games
βοΈ Setup:
Create Master Bus:
- Name: Master_Bus
- Bus Name: βMasterβ
- Volume Db: -3
- Parent: (none)
Create SFX Bus:
- Name: SFX_Bus
- Bus Name: βSFXβ
- Volume Db: 0
- Parent: Master_Bus
Create SFX Sub-Buses:
-
Player_Bus
- Bus Name: βPlayerβ
- Parent: SFX_Bus
- Volume Db: 0
-
Weapons_Bus
- Bus Name: βWeaponsβ
- Parent: Player_Bus
- Volume Db: 0
-
Footsteps_Bus
- Bus Name: βFootstepsβ
- Parent: Player_Bus
- Volume Db: -6
-
Enemies_Bus
- Bus Name: βEnemiesβ
- Parent: SFX_Bus
- Volume Db: -3
-
UI_Bus
- Bus Name: βUIβ
- Parent: SFX_Bus
- Volume Db: 0
-
Ambience_Bus
- Bus Name: βAmbienceβ
- Parent: SFX_Bus
- Volume Db: -6
Create Music Bus:
- Name: Music_Bus
- Bus Name: βMusicβ
- Parent: Master_Bus
- Volume Db: -6
Create Dialogue Bus:
- Name: Dialogue_Bus
- Bus Name: βDialogueβ
- Parent: Master_Bus
- Volume Db: 0
- Enable Ducking: β
- Ducking Targets:
- Music_Bus, Amount: 0.7
- SFX_Bus, Amount: 0.5
Final Hierarchy:
Master (-3dB)
βββ SFX (0dB)
β βββ Player (0dB)
β β βββ Weapons (0dB)
β β βββ Footsteps (-6dB)
β βββ Enemies (-3dB)
β βββ UI (0dB)
β βββ Ambience (-6dB)
βββ Music (-6dB)
βββ Dialogue (0dB) [Ducks Music & SFX]
β Result: Professional mixing structure with ducking!
From the Pepper.SFX 3.1 guides (USER_GUIDE.md). Something wrong or unclear? Tell me.