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usfxr

usfxr lets you quickly generate placeholder (or permanent, I don't judge) sound effects right inside the Unity editor.

This is achieved by being essentially a tiny synthesizer tailored for making bleeps and bloops suitable for games, it comes with several presets to quickly generate a starting point that can be tweaked further.

This project is a reimagining of usfxr tailored for my own prototyping needs.

Usage

Add a the SfxrPlayer component to an object in your scene, the main camera is a good spot to put it.

Now, in any MonoBehaviour you wish to play a sound effect, add a public SfxrParams field:

public SfxrParams sfxJump;

This will now get a nice property drawer in the editor where you can tweak its properties or apply any of the provided presets.

To play this sound effect, call the static function on SfxrPlayer:

SfxrPlayer.Play(sfxJump);

That's it!

Caching

It takes a few milliseconds to generate a sound effect, to keep things snappy they are cached once generated. If you wish to pre-cache your effects call:

SfxrPlayer.PreCache(this);

This can be done from any MonoBehaviour and will cache all effects across every behaviour despite only taking a reference to one.

Installation

Add this repository as a package in the Unity Package Manager.

Todo

  • Figure out a way to hide parameters that do nothing for the current configuration (ie duty cycle for non square waves)
  • Mutations do not work yet
  • Add locking of parameters when mutating
  • Improve Editor UI implementation (it's not very good)
  • Cache sounds before they are played (avoids latency spikes)
  • Add Undo/redo history
  • Allow for playback of more than one effect at a time