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
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Events and containers
Author sounds as assets and play them with one call: events decide what happens, containers decide which clips play and how.
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Parameters, states and switches
Drive sounds from game values: per-object parameters with smoothing, built-in distance and angle, switches and mix states.
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Buses and mixing
A bus hierarchy for group volume, ducking, pausing, player volume sliders and voice caps, set up as assets.
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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.
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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.
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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.
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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.
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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.
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Spatial audio and listeners
Shared distance curves, listening points with split-screen panning, Pepper's own Doppler and named sound points on an object.
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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.
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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.
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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
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Music and timing
Intro-and-loop music, crossfades between tracks, tempo-driven one-shots and posts that land on an exact DSP time.
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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.