Current sales News My Tracked Assets Login
Audio Dispatcher for DOTS preview
Unity

Audio Dispatcher for DOTS

By Sniveler Code

FREE

Price history

Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.

Lowest recorded standalone price in this history: FREE. The latest store price is FREE, matching the lowest recorded price shown here.

Recorded prices for Audio Dispatcher for DOTS 2 price observations from Jun 20, 2026 to Oct 31, 2026. Lowest recorded price FREE. Exact dates and prices are listed below. $0.00 $0.50 $1.00 Jun 20, 2026: FREE. Unity First Price 2026-06-20 2026-06-27 Oct 31, 2026: FREE. Latest store price Jun 20, 2026 Oct 31, 2026
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.
View 2 recorded prices
Recorded standalone asset prices in USD
Sale start / price checkPriceObservation
FREELatest store price
FREEUnity First Price 2026-06-20 2026-06-27

Sale and bundle history

The 1 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.

About Audio Dispatcher for DOTS

Triggering standard Unity audio from pure ECS is notoriously difficult.
Audio Dispatcher solves this elegantly.
Audio Dispatcher for DOTS is a production-ready, Data-Oriented audio bridging system. It allows your Burst-compiled Jobs to trigger, move, and stop managed AudioSource components without ever touching the Managed Heap or stalling the Main Thread.
How it works:Instead of forcing the Main Thread to wait for your Jobs to finish, the system uses a Double Buffering Command Architecture. Your high-frequency systems (like bullets or explosions) write 32-byte cache-aligned events into a lock-free queue. A dedicated Burst-compiled "Brain" processes these events, handles pooling logic, and passes a clean command buffer to the Main Thread for execution.
Key Highlights:
Zero-GC & Thread-Safe: Built strictly for Data-Oriented Technology Stack (DOTS) performance.
Smart Voice Stealing: If your audio pool is full, the system doesn't just cut off random sounds. It calculates priorities and automatically replaces the quietest or furthest sound.
Shadow Tracking: Looping sounds (like tank engines) follow your entities using shadow components. Your core gameplay archetypes remain untouched and tightly packed in memory.
Stable Hashes: Audio IDs are generated as stable Hashes. Reordering your audio database will never break your code.

Developer Friendly:No boilerplate code required. Use the included Fluent API to trigger sounds directly inside your IJobEntity: AudioID.EXPLOSION.Shot(position).Volume(0.8f).Apply(writer);
Perfect for any genre:Whether you are building a massive RTS, a chaotic Bullet Hell, or a fast-paced Shooter, this tool ensures your audio scales with your entity count.

Unity price last checked .

Prices and availability may change.