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Prime Audio System preview
Unity

Prime Audio System

By Azen

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 Prime Audio System 2 price observations from Aug 11, 2026 to Nov 5, 2026. Lowest recorded price FREE. Exact dates and prices are listed below. $0.00 $0.50 $1.00 Aug 11, 2026: FREE. Unity First Price 2026-08-11 2026-08-11 Nov 5, 2026: FREE. Latest store price Aug 11, 2026 Nov 5, 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 2026-08-11 2026-08-11

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 Prime Audio System

  • Tools, Systems & Learning > Game Templates & Systems
Prime Audio System provides a complete audio service layer for any Unity game genre. Instead of placing AudioSources manually on every object, the system manages per-category pools of AudioSources with priority eviction. Every Play() call returns an AudioHandle that lets you Stop, Pause, Resume, or change the volume of any specific sound after firing it — without holding a reference to the underlying AudioSource. Entity audio is handled through AudioController — a base class that binds sound channels to an entity's transform in 3D space and automatically cleans up all channels when the entity is destroyed. Music is managed through MusicService with A/B crossfade and a Push/Pop stack for pause menus and cutscenes. AdaptiveMusicSystem synchronizes multiple stems at DSP time and transitions between game states by fading stem volumes. Surface audio automatically routes footstep, land, and impact sounds through a PhysicsMaterial/Tag/TerrainLayer database. RTPC bindings connect any AudioParameter ScriptableObject to clip properties via an AnimationCurve. All dependencies are optional. Suitable for: action games, horror, RPG, simulation, mobile, VR. Requires: Unity 2022.3 LTS or newer, DOTween (free version). LICENSE NOTICE: This asset is open source software and is governed by the MIT License. Copyright (c) 2026 Azen.

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