CH·61 Engine audio
verified 2026-08-01

Orpheus Audio active

sputnicyoji vunknown added 2026-08-01 verified 2026-08-01

[Use when]

You need a Unity-native audio runtime with deterministic Editor authoring, typed Audio Keys, explicit session ownership, and no hidden singletons or scene scanning.

Engines
U Unity
License

MIT

Pricing

Free

Last verified

2026-08-01

Added

2026-08-01

Category

Engine audio

about

Orpheus Audio is a pure C# Unity package providing a structured audio runtime without relying on singletons or implicit scene traversal. Gameplay code references generated typed Audio Keys rather than raw AudioClip assets, and each Audio Session is explicitly created, bound, and disposed by the host. Audio failure degrades silently and never blocks gameplay.

The M1 authoring subsystem handles deterministic, recipe-driven generation of Audio Events, Catalogs, and typed keys via Editor tooling. Enrollment is explicit and transactional: an Analyze pass is read-only, Compile is atomic, and orphan deletion requires a second confirmation. All generated outputs, recipes, and manifests are expected to live in the same commit as the Authoring Profile.

The package targets Unity 2022.3.62f2c1 minimum, supports Windows Editor and Standalone builds, and marks Android as experimental. iOS, macOS, WebGL, and other platforms are unsupported until verified. It is pre-1.0 at version 0.3.3 but declares a Public Contract v1 with checked-in API and serialization ABI baselines to guard the 0.3 compatibility line.