Pepper.SFX

Features

One page per feature, each with a code example and links into the docs. Anything marked Full version is only in the full version; everything else is in both.

Main features

  • Events and containers

    Author sounds as assets and play them with one call: events decide what happens, containers decide which clips play and how.

  • Parameters, states and switches

    Drive sounds from game values: per-object parameters with smoothing, built-in distance and angle, switches and mix states.

  • Buses and mixing

    A bus hierarchy for group volume, ducking, pausing, player volume sliders and voice caps, set up as assets.

  • Occlusion

    Sounds behind walls and cover get quieter and duller, softened at the edges and free of clicks, switched on per sound with one checkbox.

  • Ambient propagation

    Rooms, doorways and doors for ambient beds: hear rain through the window, and the next room's machinery through a door as it opens.

  • Reverb

    Each sound rings with the reverb of the room it's played in: parametric reverb on most platforms, convolution reverb on 64-bit Windows.

  • Multi-position audio

    One sound from up to 16 places at once (a river, a row of torches, club speakers), posted with one call and controlled with one handle.

  • Voices and performance

    A fixed voice pool that ranks every sound, parks the least important silently in place and ends whole sounds with a fade when it needs room.

  • Spatial audio and listeners

    Shared distance curves, listening points with split-screen panning, Pepper's own Doppler and named sound points on an object.

  • Vehicle engines

    Car engines from recorded RPM loops: one window builds the whole engine, every loop stays in tune with the RPM, and each car has its own values.

  • Multiplayer Full version

    Post a sound once and every player hears it, with the same random picks on every machine and running loops replayed to late joiners.

  • Addressables loading Full version

    Load each zone's audio through Addressables as the player walks in and free it on the way out, without cutting a sound that is still playing.

Tools and workflows

  • Music and timing

    Intro-and-loop music, crossfades between tracks, tempo-driven one-shots and posts that land on an exact DSP time.

  • Editor tools

    Unity windows to build sounds, hear them outside Play mode, see every voice while the game runs, and find setup mistakes before they ship.