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: $49.99. The latest store price is $49.99, matching the lowest recorded price shown here.
View 2 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $49.99 | Latest store price | |
| $49.99 | Unity First Price 2026-07-04 2026-07-11 |
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 Monster Creature Synth: Procedural Beast Audio
- Audio > Sound Effects & Ambience
- Theme > Sci-fi & Space
- Theme > Fantasy & Mythology
- Theme > Horror & Gothic
Every game with creature audio has the same problem: a library of recorded growls that players hear three times and recognise forever. No matter how many variations you record, loops repeat. Immersion breaks. Your dragon sounds like every other dragon.
Procedural Monster Synth fixes this permanently. It generates creature vocalisations in real-time, directly inside Unity's audio system. Every sound is synthesised fresh, every time. No two roars are ever identical.
One engine. Every creature.
A single unified synthesis engine models a complete creature vocal system, from the larynx to the lips. A massive kaiju and a skittering insect both come from the same synthesizer, just at different settings. Adjust a handful of parameters and your wolf becomes a cave troll, your dragon becomes a banshee, your alien becomes a demon.
MIDI pitch is a creative tool, not just a tuning knob. Play any preset at different notes and discover entirely new creatures. A Dragon Roar played two octaves higher becomes a wyvern screech. A Goblin Cackle dropped an octave becomes a troll. Every preset contains dozens of hidden voices waiting to be found.
50+ ready-to-use presets
Ship creature audio today with over 50 curated presets across seven categories:
Hero / Animal - Lions, tigers, bears, dragons, kaiju, banshees, cave stalkers
Action / Combat - Rage bellows, beast charges, impact grunts, war pulses, quick snarls
Adventure / Fantasy - Goblins, trolls, wyverns, giant spiders, wraiths, bog creatures
Sci-Fi - Robot voices, alien comms, mech servos, energy drones, xenomorph hisses
Horror - Demon whispers, possessed voices, wendigo howls, abyssal leviathans, swarm buzz
Cinematic / Atmosphere - Trailer braams, tension risers, sub-drones, cathedral drones, wind effects
General Game / Utility - Power downs, alarm klaxons, magic surges, steam vents, acid sizzles
Every preset is a ScriptableObject asset. Duplicate any preset and make it your own.
Three ways to design sounds
The Sound Stage editor gives you three powerful approaches to creature design:
Parameters Mode - Full access to every control in the synth, organised by domain. For when you need surgical precision over a specific formant, a distortion curve, or an envelope shape.
Macro Mode - 17 high-level sliders grouped into Anatomy macros (Larynx Pitch, Cord Tension, Chest Size, Throat, Maw Open) and Character macros (Size, Aggression, Breathiness, Instability, Cavernousness). Load a preset and push a few sliders to reshape the creature in seconds. Macros stack additively, so Chest Size and Aggression both contribute without fighting each other.
Grid Mode - A 2D XY pad that blends between four presets in real time. Assign a Lion Roar to one corner, a Banshee Howl to another, a Kaiju to a third, and a Giant Spider to the fourth. Drag across the pad and hear creatures that would be impossible to reach by adjusting sliders alone. When you find a blend you like, bake it into a new preset with one click.
Real-time parameter control from gameplay
Every parameter can be updated on a sounding voice while it plays. Tie creature vocalisations directly to gameplay state:
A monster that growls louder and more aggressively as its health drops
A dragon whose roar deepens as it charges a fire breath
A creature whose voice morphs as it transforms between forms
Smooth pitch glide when a voice shifts between notes
Natural breath exhale on release
When a creature stops vocalising, it does not just cut to silence. The Release Tail captures a reservoir of the creature's own breath material while the note is sounding, then plays it back as a natural exhale after the voice stops, through the same vocal tract, so it sounds like the same creature breathing out. A small detail that makes a surprisingly big difference to realism.
Polyphonic and layerable
The engine supports configurable polyphony with intelligent voice stealing. Layer multiple presets simultaneously for rich, complex creatures: a deep sub-heavy preset for body, a mid-range preset for vocal character, and a noise-heavy preset for breath texture. Trigger all three on the same note event.