SimpleAudioManager-Unity
A downloadable tool
Unity Package - Simple Audio Manager Unity
The Simple Audio Manager Unity package is an easy-to-use solution for managing your game's audio, including sound effects (SFX) and background music. This package comes equipped with intuitive features to simplify audio management and enhance player experience.
Key Features:
- Comprehensive Audio Controls
- Manage both SFX and music with a single system.
- Adjust volume levels independently for SFX and music using sliders.
- Automatic Settings Save
- Volume settings are automatically saved and loaded using PlayerPrefs, ensuring a seamless experience for players even after restarting the game.
- Dynamic Audio for Movement
- Easily configure audio to adapt dynamically to moving objects, such as footsteps, vehicle sounds, or environmental effects.
- User-Friendly Integration
- Drag-and-drop prefabs and ready-to-use scripts minimize setup time.
- Designed with simplicity in mind, requiring minimal coding knowledge to implement.
- Customizable UI
- Includes example sliders for volume control, which you can easily customize to match your game's UI design.
Perfect For:
- Developers looking for a quick and efficient way to manage game audio.
- Projects requiring dynamic audio adjustments for moving objects.
- Games that prioritize player experience with persistent audio settings.
Download
Download
SimpleAudioManager.unitypackage 103 MB
Install instructions
How to Use The Simple Audio Manager Unity Package
Follow these steps to integrate and use the Simple Audio Manager in your Unity project:
1. Import the Package
- Download the Package: Make sure you have the
.unitypackagefile of the Simple Audio Manager. - Open Unity: Launch the Unity project where you want to use the package.
- Import the Package:
- Go to Assets > Import Package > Custom Package....
- Select the Simple Audio Manager
.unitypackagefile and click Open. - Check all files in the import window and click Import.
2. Set Up the Audio Manager
- Add AudioManager to the Scene:
- Drag and drop the
AudioManagerprefab from the package folder into your scene (usually located in thePrefabsfolder). - The prefab includes all the components needed to manage SFX and music.
- Drag and drop the
- Add Audio Clips:
- In the AudioManager object, there are two main sections:
- Music: Assign the audio clips you want to use as background music.
- SFX: Assign the audio clips you want to use as sound effects.
- Drag your audio clips into the corresponding slots in the Inspector.
- In the AudioManager object, there are two main sections:
3. Set Up UI Sliders
- Use the Provided Slider Prefabs:
- The package includes slider prefabs for controlling Music Volume and SFX Volume (found in the
Prefabfolder). - Drag and drop these sliders into your UI Canvas.
- The package includes slider prefabs for controlling Music Volume and SFX Volume (found in the
- Connect Sliders to AudioManager:
- Select each slider in your UI.
- In the Slider component, add a new event in the On Value Changed section.
- Connect the event to the appropriate AudioManager function:
- For music: AudioSetting.MusicVolume(float).
- For SFX: AudioSetting.SFXVolume(float).
4. Dynamic Audio for Moving Objects
- Add an AudioSource Component:
- Add an AudioSource component to any object requiring dynamic audio (e.g., footsteps or moving vehicles).
- Assign the appropriate
Audio Clipin the AudioSource.
- Play Audio Dynamically:
- Use the AudioManager's function to play SFX dynamically:
AudioManager.Instance.PlayMove("Footstep"); - For moving objects, write scripts to update methods.
- Use the AudioManager's function to play SFX dynamically:
5. Auto-Save Volume Settings
- Automatic Save:
- Volume adjustments made through the sliders are automatically saved using PlayerPrefs.
- When the game starts, the AudioManager will load the last saved settings.
6. Testing and Customization
- Run the Game:
- Test whether the background music and sound effects work as intended.
- Customize the UI:
- Adjust the slider design in the Canvas to match your game's theme if necessary.

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