Hi there, I would like to tell you a bit about InAudio and why its now open source. Well, it's open source because I got a job in an AAA game company and now I want to to make it available to as many people as possible and on all platforms. So why waste your money on another solution? And this does not mean that developed is dead, don't worry! What is InAudio? It's in my opinion, a powerful tool to add great audio to your game. It has dedicated tools for playing music, sound effects and an event system. All audio design and events are created code-free with an extensive API to control the playback, including an event hook for common things like enabling and collisions. Grab it now on the Asset Store or Github for free! With the release of the new audio system in Unity 5, InAudio got a lot better. It now has a brand new music player that supports layered music, easy crossfading and it is always gap-free. Alongside this is a deep AudioMixer intergration, and a total rewrite of the audio clip loading to take advantage of the new Unity 5 loading system. Did I mention it is fast? Even on mobile, your hardware will give up long before InAudio is even breaking a sweat. For sound effects, you can easily combine, sequence, (weighted) randomize and loop your audio clips, all gap-free of course. For your variation needs, volume, pitch, looping and delay can all be fully randomized for every single clip if you so desire. Using InAudio is on the design front always code-free with an extensive API to control the playback during runtime. If also has an event hook for your daily needs with hooks for enabling/disabling and collisions among others. I really hope you will find this new and free version of InAudio useful and please let me know below or on email about any thoughts, comments or feature requests. Asset Store | Documentation | Support email: firstname.lastname@example.org | Github Core features: :: Music player, layered & sample-accurate. :: Deep Audio Mixer integration. :: Lots of randomization options. :: Always sample accurate audio. :: Event hooks for code free implementation. :: Instance limiting. :: Audio splines for volumetric audio. :: High-performance with hundreds of audio sources even on mobile. :: Scene independent, no scene clutter. :: Easily handle 100+ audio sources on mobile. :: Memory handling via Unity 5 clip loading. :: Preview audio right from the editor. :: Code-free memory management. :: Minimal allocations.