Game audio tools, routed.
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Unity active AudioVibrationKit
A modular Unity toolkit that consolidates audio management and haptic feedback into a single ScriptableObject-based architecture. Provides audio pooling for 2D and 3D sounds, music playback with smooth transitions, and curve-based vibration control using AnimationCurve. Includes Odin Inspector-powered editor tools that auto-generate type-safe enums for sounds, music tracks, and vibration patterns. The vibration system supports preset patterns, constant vibrations, emphasis modes, and custom curve-based playback with real-time updates and cancellation via UniTask. Designed for Android deployment with runtime performance in mind. All audio and haptic configurations are managed through visual editors with real-time preview capabilities.
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Unity · Godot · Engine-agnostic active barelyMusician
barelyMusician is a real-time music engine designed for interactive systems that generates and performs musical sounds programmatically with sample-accurate timing. It provides a modern C/C++ API for creating instruments, performers, and musical tasks that can be sequenced and synchronized precisely. The engine supports procedural note control, tempo management, looping performers, and task-based event scheduling. It processes audio synchronously and is designed for integration into real-time audio applications where predictable timing and low latency are critical. The project includes native plugins for Unity and Godot, a VST instrument plugin, and builds for multiple platforms including Windows, macOS, Linux, Android, WebAssembly, and embedded hardware (Daisy). It offers an alternative to asset-based approaches when you need fully generative or algorithmically controlled musical content.
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Standalone active Bevy Kira Audio
A Bevy plugin integrating the Kira audio library as an alternative to bevy_audio. Supports playback of ogg, mp3, flac, and wav formats across native and web builds. Provides granular control over audio instances and channels, including dynamic transitions for volume, panning, playback rate, and looping behavior. Sound playback is organized into channels, each offering independent control over pause, stop, volume, speed, and panning for all sounds within that channel. Audio instances can be configured at start time or controlled individually during playback, with support for smooth transitions using tweens and various easing curves. Includes settings loader functionality for pre-configuring audio sources via ron files. Offers basic spatial audio capabilities that automatically adjust volume and panning based on emitter and receiver positions in 3D space.
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Standalone active bevy_fmod
An idiomatic Bevy plugin wrapping libfmod to integrate FMOD audio middleware into Bevy-based games. Provides ECS-native access to FMOD's event system, including event instances, buses, parameters, and live update connectivity for real-time content iteration. Requires manual linking of FMOD libraries due to licensing restrictions. Supports FMOD Engine 2.02.22 and Bevy 0.18. The plugin handles initialization, event playback, and parameter control through Bevy's component and resource systems. Live update mode enables connection to FMOD Studio during runtime for in-game audio editing and monitoring.
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Wwise active BnkExtractor
BnkExtractor is a library for parsing and extracting content from Wwise soundbank files. It handles the proprietary .bnk container format used by Audiokinetic Wwise and extracts .wem audio files embedded within. The tool is designed for reverse engineering workflows, asset recovery, and technical analysis of Wwise-integrated games. It provides programmatic access to soundbank structures without requiring the original Wwise project files.
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Unity · Standalone active
Cavern
Cavern is a C# audio framework offering object-based spatial audio rendering with unlimited channels and advanced room correction capabilities. It handles Dolby Atmos and other immersive formats natively, providing self-calibration with microphone-based measurement that achieves sub-0.01 dB frequency response uniformity. The framework includes filter engines, real-time surround upconversion, headphone virtualization, and codec support for E-AC-3 JOC, LAF, and various container formats. Room correction profiles export to hardware DSPs, AVRs, and software EQ solutions like Equalizer APO and CamillaDSP. Designed for low-latency operation and Unity-like listener/source workflows, Cavern functions as both a spatial audio renderer and a comprehensive audio pipeline toolkit with measurement and analysis capabilities. Note: distributed under a custom source-available license that restricts commercial use without permission — it is not a standard OSI-approved open-source license.