Current version 2.0.08.26

Documentation

Overview

AudioCue provides reusable audio assets, waveform editing, pooled playback, spatial controls, equalization, and runtime adapters.

AudioCue is a Unity audio authoring and playback toolkit. It combines multiple AudioClip variants, selection rules, per-variant ranges and fades, mixer routing, spatial settings, concurrency, and equalization in reusable AudioCue assets.

Version 2.0.0 replaces the original Audio Clip Toolkit 1.0 runtime with an explicit manager and handle-based playback model. It is a breaking update: old AudioClipData, AudioClipPlayer, and SpatialSettings references are not migrated automatically.

Product information

  • Product name: AudioCue - AudioClip Editor & Player
  • Current version: 2.0.0
  • Minimum editor generation: Unity 6
  • Validated editor: Unity 6000.0.81f1
  • Runtime render pipeline: Built-in, URP, HDRP, and custom pipelines
  • Demo render pipeline: Universal Render Pipeline 17.0.4
  • Input: Unity Input System
  • Publisher and author: Paper Lynx Studio

The runtime does not create materials or depend on a render pipeline. The included demonstration scene and its visual materials target URP.

Main features

  • Store multiple clip variants in one reusable AudioCue asset.
  • Select variants with Random No Repeat, Weighted Random, or Sequential mode.
  • Configure independent trim, fade-in, fade-out, and weight values per variant.
  • Repeat one selected variant or select another variant on every loop.
  • Preview the selected segment, fades, pitch, delay, spatial settings, mixer routing, and equalizer in the Inspector.
  • Export a selected segment as an uncompressed PCM WAV with optional baked fades and equalization.
  • Route playback through an optional AudioMixerGroup.
  • Configure 2D and 3D playback with rolloff, distance, spread, Doppler, reverb, and custom curves.
  • Apply a nondestructive three-band equalizer during runtime playback.
  • Reuse pooled voices through one explicit AudioManager.
  • Limit simultaneous voices per cue and apply a retrigger cooldown.
  • Create bounded temporary voices or steal the least important voice when the pool is full.
  • Play at the manager position, a fixed world position, or a moving Transform.
  • Control individual playback through generation-safe AudioHandle values.
  • Use AudioCuePlayer, trigger-volume, and pointer-interaction components without writing integration code.
  • Inspect runtime voice counts and stop all active voices from the manager Inspector.

Core architecture

AudioCue is the authoring asset. It stores clip variants and the settings shared by their playback. It contains no changing random, sequence, or concurrency state while the game is running.

AudioManager owns playback. It creates the initial voice pool, selects variants, schedules delays, applies fades and processing, enforces cue limits, and returns voices to the pool. The manager is explicit and is never created automatically.

AudioHandle identifies one voice generation. A stale handle cannot control the same pooled voice after that voice has been reused. A handle can pause, resume, stop, and report the terminal reason of its playback.

AudioCuePlayer exposes component-based playback and UnityEvents. AudioCueTrigger and AudioCueMouseTrigger are optional adapters that keep physics and pointer behavior separate from the player.

The editor assembly provides the AudioCue Inspector, waveform reader, preview system, WAV exporter, Welcome window, and Markdown Documentation window.

Typical workflow

  1. Install the Input System package and import the complete AudioCueToolkit folder.
  2. Add the supplied AudioManager prefab to the first scene that can play audio.
  3. Create an AudioCue asset.
  4. Add one or more AudioClip variants.
  5. Configure the selected variant, playback, processing, and advanced settings.
  6. Add AudioCuePlayer to a GameObject or call AudioManager from code.
  7. Optionally add a trigger or pointer adapter.
  8. Enter Play Mode and verify playback from the intended listener position.

Continue with Installation and Quick Start before building a custom integration. Use AudioCue Authoring for a complete explanation of every Inspector section.

Included content

  • Runtime AudioCue, manager, handle, player, adapter, and DSP scripts
  • AudioManager prefab
  • Custom Inspectors and audio-editing utilities
  • Welcome and Markdown Documentation windows
  • Runtime, editor, and sample assembly definitions
  • URP demonstration scene with configured AudioCue assets
  • Example click, hover, attached-footstep, impact, animation, and water interactions
  • Third-party notices for included sample content

Known limitations

  • Version 2.0 does not migrate version 1.0 assets, components, or serialized references.
  • Exactly one enabled AudioManager is required for playback.
  • The runtime assembly references the Unity Input System because AudioCueMouseTrigger uses its pointer API.
  • The included demonstration scene requires URP. The runtime itself does not.
  • The equalizer processes up to eight channels. Clips with more channels play with equalization bypassed.
  • WAV export is an editor workflow and writes only below the project's Assets folder.
  • Export creates a new PCM WAV. It does not overwrite or destructively edit the source AudioClip.
  • AudioCue does not provide occlusion, environmental propagation, streaming management, or a physical sound simulation.

Publisher and support

Paper Lynx Studio creates production-ready tools and packages for Unity.

When contacting support, include the AudioCue version, Unity version, target platform, Input System version, reproduction steps, and the first relevant Console error.

Copyright 2026 Paper Lynx Studio. All rights reserved.