Current version 2.0.08.26

Documentation

Installation

Import AudioCue, install its Unity packages, add one AudioManager, and verify the included demonstration scene.

Requirements

AudioCue version 2.0.0 requires:

  • Unity 6
  • Unity Input System
  • Unity UI for the included demonstration scene
  • Universal Render Pipeline for the included demonstration scene and its visual materials

The development project uses:

  • Unity 6000.0.81f1
  • Input System 1.19.0
  • Unity UI 2.0.0
  • Universal RP 17.0.4

These package versions describe the validated development setup. When using another Unity 6 editor, install the compatible package versions offered by that editor's Package Manager and validate the package before release.

The runtime audio system is render-pipeline independent. Only the included scene and visual sample assets require URP.

Install from the Unity Asset Store

  1. Open Unity Package Manager.
  2. Select My Assets.
  3. Find AudioCue - AudioClip Editor & Player.
  4. Download the asset.
  5. Import the complete AudioCueToolkit folder.
  6. Wait for Unity to import assets and compile scripts.

Keep the package at:

Assets/AudioCueToolkit

The Welcome window, Documentation window, icons, manager prefab, demo scene, and editor tools resolve assets from this location.

Install the Input System

The runtime assembly references Unity.InputSystem. Install the package before diagnosing missing namespace or assembly errors.

  1. Open Window > Package Manager.
  2. Select Unity Registry.
  3. Install Input System.
  4. Open Edit > Project Settings > Player.
  5. Expand Other Settings > Configuration.
  6. Set Active Input Handling to Input System Package (New) or Both.
  7. Restart Unity if requested.

AudioCueMouseTrigger reads Pointer.current directly. It supports mouse, pen, and touchscreen pointers and does not require a separate Input Actions asset.

Add the AudioManager

Every scene flow that can play AudioCue content needs one enabled manager.

Use either method:

  1. Open Tools > AudioCue > Welcome and select Add AudioManager.
  2. Drag this prefab into the first scene that can play audio:
Assets/AudioCueToolkit/Runtime/Prefabs/AudioManager.prefab

The supplied prefab uses these defaults:

  • Persist Across Scenes: enabled
  • Pool Size: 16
  • Overflow Mode: Create Temporary Voice
  • Max Temporary Voices: 16

Keep one manager when Persist Across Scenes is enabled. A duplicate manager logs an error and disables itself. AudioCue does not silently create a manager when one is missing.

Configure the manager

Pool Size controls how many reusable AudioSource voices are prepared when the manager starts.

Create Temporary Voice allows playback beyond the initial pool until Max Temporary Voices is reached. At that limit, the least important eligible voice is stolen.

Steal Lowest Priority skips temporary expansion and reuses the least important active voice when the pool is full. Unity's priority convention is used: 0 is most important and 256 is least important. Equal-priority ties select the oldest voice.

Size the pool for the expected normal workload. Temporary voices are a bounded overflow path, not a replacement for realistic limits.

Verify the installation

  1. Open Tools > AudioCue > Welcome.
  2. Confirm that Create AudioCue, Add AudioManager, Quick Start, Documentation, Changelog, and Troubleshooting are available.
  3. Open the demonstration scene:
Assets/AudioCueToolkit/Samples/Demo/Scene/Demo.unity
  1. Confirm that the project has an active URP asset.
  2. Enter Play Mode.
  3. Click and hover the interactive objects in the scene.
  4. Confirm that the interaction counter updates and that positional sounds follow moving objects.
  5. Inspect the AudioManager runtime panel and confirm that active voices return to the pool after playback.

Importing into a non-URP project

The runtime, editor, AudioCue assets, and AudioManager do not require URP. The sample scene materials do.

When using Built-in Render Pipeline, HDRP, or a custom pipeline:

  1. Keep the complete runtime and editor folders.
  2. Use AudioCue in a project-specific scene.
  3. Replace or convert sample materials if the demonstration content is needed.
  4. Do not treat pink sample materials as an audio-runtime failure.

Updating from version 1.0

Version 2.0 is a breaking replacement, not an in-place serialized migration.

  1. Back up the project or create a version-control checkpoint.
  2. Record where existing AudioClipData and AudioClipPlayer components are used.
  3. Remove the old Assets/AudioClipToolkit folder.
  4. Import Assets/AudioCueToolkit version 2.0.
  5. Recreate audio data as AudioCue assets.
  6. Add one explicit AudioManager.
  7. Replace old players with AudioCuePlayer and optional adapters.
  8. Reconnect UnityEvents and project code to the new API.
  9. Verify every migrated scene and prefab in Play Mode.

Do not keep both folders during migration. The namespace, asset types, component wiring, and playback ownership are different.

Continue with Quick Start to create and play the first cue.