Guidance / Manual
Manual: overview
The Manual is the system’s deep reference — architecture, design rationale, and chapter-by-chapter coverage of every subsystem. Read it once front-to-back to build a mental model, or jump straight to the chapter you need.
Manual Chapters
- Introduction — what this manual covers, prerequisites, how to read it
- System Architecture — design philosophy, the audio pipeline, component hierarchy
- Core Components — AudioManager, voice pool, GainStack, scheduling, parameters and scopes, emitters (offsets, moving sounds, teleports)
- Audio Containers — Routing / Random / Sequence / Switch / Blend, and engines generated live (Unity 6.3+)
- Events System — AudioEvent, EventAction, posting (timed posts, length estimates) and lifecycle
- Bus & Mixing — bus hierarchy, ducking (the deepest wins), effect sends, pausing a bus, the player’s volume
- State System — states, state groups, transitions, offset states for mixes
- Multi-Position Audio — synchronized playback across multiple positions
- Performance & Optimization — voice budgets, virtualization, LOD
- Advanced Features — occlusion, ducking, crossfading, beat scheduling, and the sound tools: Audition, Live View and recording, Loop Analysis, Engine Builder, the validator, Engine Grains
- Best Practices — recommended patterns for production projects
- Troubleshooting — common failure modes and diagnosis
- Ambient Propagation Subsystem — zone/portal graph routing for long-running beds
- Occlusion Mixer Slot Pool — per-bus slot pools, multi-ray occlusion, propagation composition
- Reverb Send Buses & Per-Zone Reverb — source-side routing and listener-side bus-character driver
- Audio Loading & Memory — import policy, clip warming, and the optional Addressables backend
- Multiplayer (Netcode) — backend-agnostic networked audio (NGO / FishNet); dedicated servers (Inert)
Appendices: Glossary, Quick Reference.
From the Pepper.SFX 3.1 guides (USER_GUIDE.md). Something wrong or unclear? Tell me.