AudioVibrationKit
Unity 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.
campello_audio is a C++20 multiplatform audio engine designed for game development. It covers macOS, iOS, Android, Windows, Linux, and WebAssembly using each platform's native audio backend (CoreAudio, AAudio, WASAPI, PulseAudio/ALSA, Web Audio). The API follows a fire-and-forget pattern for simple playback while exposing full voice control, mixing buses, and filter chains when needed.
The engine supports WAV, OGG, and MP3 sources, procedural tone generation, streaming for large files, and a RandomSource to avoid repetition artifacts. Up to 8 DSP filters per source or bus are available, including low-pass, high-pass, echo, reverb, compressor, limiter, chorus, flanger, and pitch shift. Filter parameters support timed automation.
It is a standalone module within the Campello engine ecosystem but is designed to work independently. Built via CMake with no required external dependencies beyond the target platform SDK.
DALIA (Dedicated Abstraction Layer for Interactive Audio) is a C++20 audio engine targeting Windows via WASAPI. All internal pools are pre-allocated at startup, eliminating runtime dynamic allocations outside of background-thread asset loading. It handles asynchronous reference-counted asset management and double-buffered OGG/Vorbis streaming via stb_vorbis.
Spatialization covers configurable coordinate handedness, multi-listener support with bitmask routing for split-screen co-op, distance probes that decouple attenuation origin from panning origin, and Doppler shifts with per-playback scaling. The mixing system is a directed acyclic graph with 4 hot-swappable DSP slots per bus.
The library integrates via CMake FetchContent or git submodule. A standalone sandbox application ships for testing features without writing code. A studio UI tool is in development but excluded from the default build.