Welcome to the Ambient Sounds Unity Forum! Ambient Sounds creates interactive soundscapes for Unity. You can configure areas in your game to play back music and sounds to create an unique atmosphere for each region in your game. The playback system follows rules and requirements and allows your sounds to react to changes in gameplay. The sounds and music you use in your project are organized into Sequences and Ambient Sounds shows you an overview over your games audio with a management window that also shows debug information in real time. Stop fiddling with dozens of individual audio scripts in your scene and take back control with Ambient Sounds! Ambient Sounds allows you to: Organize your audio clips into Sequences with combined playback settings Playback these Sequences either globally (“everywhere”) or locally in a certain area of your game world Pair multiple Sequences of background noises and music to create an unique soundscape for each location in your game Blend seamlessly between these soundscapes in different regions Make these Sequences interactive by controlling them through Requirements Modify these Sequences on the fly to react to Events in your game Synchronize Playback between Sequences to make them start and end at the same time even if they are different in duration. Keep control over your Ambient Audio setup with comprehensive lists of all Sequences and conditions in your scene in the Ambient Sounds Manager Window. Optimal workflow, minimal coding: Ambient Sounds organizes Sounds that belong together in a Sequence. Sequences are reusable and can be played back in Audio Areas that are distinctive regions in your game. You can create Modifiers to adjust playback parameters of Sequences in real time. The code required to integrate Ambient Sounds with your gameplay is minimal – you can call simple one-line functions anywhere from your scripts to update Ambient Sounds with Events and Values from your game. Example use cases: Create a forest soundscape that plays back different music and sounds (birds, frogs, branches breaking, wind rustling) depending on time of day and / or weather Play back sounds coming from random places around the player or a certain location Play more and more intense wind as the player scales up a mountain Change the music to a combat theme as the player gets attacked Slowly blend to a dark and moody soundtrack while the player enters a cave Make a sequence more and more intense by adding additional sequences that play back more music / sounds Play back music faster as the game enters the final seconds before the time limit ends Automatically duck / mute music playback while dialogue audio plays Stop music playback as the player enters a building and resume as they leave again Play sounds around the player that follow with the player’s movement as they weave a magical spell Quickly re-use the Ambient Audio Areas in different places of your game or in other projects. Click here to read the full Ambient Sounds Documentation. Click here to check out Ambient Sounds on the asset store!