UniversalTypes provides drop-in serializable wrapper types for Unity that abstract over multiple backends per field. UniversalSound lets a designer pick AudioClip, Wwise Event, or FMOD EventReference from the Inspector; the code path is gated by scripting defines that are auto-detected when the respective SDKs are present.
UniversalString wraps plain text, I2 Localization, and Unity Localization behind a single field with implicit string conversion, resolving the active backend at runtime. UniversalAsset<T> similarly unifies direct object references and Addressables asset references.
The package is UPM-installable via Git URL, has zero required dependencies, and works standalone in Unity 2022.3 LTS or later. Optional backends (Wwise, FMOD, Addressables, I2 Localization, Unity Localization) are opt-in and detected automatically via scripting defines.
Aulos is a small, engine-agnostic audio middleware runtime (~1.3k lines of C++17) that handles everything a game needs after calling aul_play(): voice management and stealing, 3D panning and distance attenuation, Doppler, bus hierarchy, parameter curves, fades, and random variation. Sound behavior lives in a JSON bank — volume, rolloff curves, random pitch ranges — so designers can iterate without recompiles.
The library wraps miniaudio for device I/O and decoding. The C API is 20 functions; handles are generation-tagged so stale calls on finished voices are silent no-ops. A lock-free ring separates game-thread commands from the audio thread. Offline rendering mode lets you bounce to file or run deterministic tests.
Bindings are provided for Unity (P/Invoke + MonoBehaviours), Unreal (static lib behind a subsystem), Godot (GDExtension), and the browser (Emscripten AudioWorkletProcessor). The web build is bit-identical to native with resampling off. It is not a released product — no authoring GUI, no streaming — but the runtime is tested with 46 measured assertions.
bevy_fmod
Standalone 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.
FMOD for Foxes is a high-level C# wrapper for the FMOD audio engine, designed primarily for MonoGame but adaptable to any C# game project. It abstracts away the complexity of FMOD's bare-bones C# wrapper, providing a clean interface for loading and playing audio without dealing directly with C++ interop.
The library handles cross-platform setup for Windows, Linux, and Android, managing native library loading and providing convenient APIs for both FMOD Core and FMOD Studio. It includes helpers for streaming sounds, channel management, and proper lifecycle integration with game loops. The setup requires manually downloading FMOD binaries due to licensing restrictions, but the library handles the runtime complexity once configured.