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: $16. The latest store price is $16, matching the lowest recorded price shown here.
View 3 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $16 | Latest store price | |
| $16 | Unity Permanent Decrease 2026-06-27 2026-07-04 | |
| $22 | Unity First Price 2026-06-20 2026-06-27 |
Sale and bundle history
The 2 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About Sound It: Shape-Based Adaptive Audio
Instead of relying on multiple AudioSources or complex setups, Sound It lets you define how sound behaves using geometry and paths, making your environments feel alive with minimal effort.
Core Idea
Traditional Unity audio is point-based — which makes large or irregular sounds (like rivers, wind, or machinery) hard to represent naturally.
Documentation
Sound It solves this by letting audio exist across shapes, not just points.
Features
Mesh Audio Source
Attach sound to any mesh and make audio follow its surface naturally.
Path Audio Source
Create flowing audio along paths — perfect for rivers, roads, or moving ambiences.
Polygon Audio Source
Define custom areas where sound adapts smoothly to player position.
Why Sound It?
- No complex systems or heavy setup — just add, shape, and play. Simple & Clean Workflow
- Designed to be minimal and efficient. Lightweight & Performant
- Quickly prototype and tweak audio directly in your scene. Fast Iteration
- Focused on core features without unnecessary complexity. Affordable Alternative
Use Cases
- Ambient zones (wind, forest, rain)
- Environmental audio (water, machines, crowds)
- Level-based sound design
- Stylized or experimental audio systems
Philosophy
Sound It is built with one goal:
make adaptive audio easy, fast, and accessible.
No over-engineering. No bloated systems.
Just the tools you actually need.