Guidance / Start here
Introduction
What is Pepper.SFX?
Pepper.SFX is professional audio middleware for Unity. Instead of manually managing AudioSources and juggling clips, you work with high-level concepts: Events, Containers, and Buses.
In one sentence: Play sounds through events, not AudioSources.
The Problem It Solves
Before (Standard Unity):
public AudioClip footstepClip;
public AudioSource audioSource;
void PlayFootstep()
{
audioSource.clip = footstepClip;
audioSource.Play();
}
❌ No variations • ❌ Manual management • ❌ No pooling • ❌ No volume control structure
After (Pepper.SFX):
public AudioEvent footstepEvent;
void PlayFootstep()
{
footstepEvent.Post(gameObject, transform.position);
}
✅ Built-in variations • ✅ Automatic pooling • ✅ Professional mixing • ✅ Easy to organize
🛠️ Building for anything other than 64-bit Windows? Read 6. Build Compatibility first. Convolution reverb is 64-bit Windows only, and Web builds have no occlusion muffling or reverb.
From the Pepper.SFX 3.1 guides (USER_GUIDE.md). Something wrong or unclear? Tell me.