Unity 6.3 — Audio Module Reference
Unity 6.3 — Audio Module Reference
Last verified: 2026-02-13 Knowledge Gap: Unity 6 audio mixer improvements
Overview
Unity 6.3 audio systems:
- AudioSource: Play sounds on GameObjects
- Audio Mixer: Mix, effect processing, dynamic mixing
- Spatial Audio: 3D positioned sound
Basic Audio Playback
AudioSource Component
AudioSource audioSource = GetComponent<AudioSource>();
// ✅ Play
audioSource.Play();
// ✅ Play with delay
audioSource.PlayDelayed(0.5f); // 0.5 seconds
// ✅ Play one-shot (doesn't interrupt current sound)
audioSource.PlayOneShot(clip);
// ✅ Stop
audioSource.Stop();
// ✅ Pause/Resume
audioSource.Pause();
audioSource.UnPause();
Play Sound at Position (Static Method)
// ✅ Quick 3D sound playback (auto-destroys when done)
AudioSource.PlayClipAtPoint(clip, transform.position);
// ✅ With volume
AudioSource.PlayClipAtPoint(clip, transform.position, 0.7f);
3D Spatial Audio
AudioSource 3D Settings
AudioSource source = GetComponent<AudioSource>();
// Spatial Blend: 0 = 2D, 1 = 3D
source.spatialBlend = 1.0f; // Fully 3D
// Doppler effect (pitch shift based on velocity)
source.dopplerLevel = 1.0f;
// Distance attenuation
source.minDistance = 1f; // Full volume within this distance
source.maxDistance = 50f; // Inaudible beyond this distance
source.rolloffMode = AudioRolloffMode.Logarithmic; // Natural falloff
Volume Rolloff Curves
- Logarithmic: Natural, realistic (RECOMMENDED)
- Linear: Steady decrease
- Custom: Define your own curve
Audio Mixer (Advanced Mixing)
Setup Audio Mixer
Assets > Create > Audio Mixer- Open mixer:
Window > Audio > Audio Mixer - Create groups: Master > SFX, Music, Dialogue
Assign AudioSource to Mixer Group
using UnityEngine.Audio;
public AudioMixerGroup sfxGroup;
void Start() {
AudioSource source = GetComponent<AudioSource>();
source.outputAudioMixerGroup = sfxGroup; // Route to SFX group
}
Control Mixer from Code
using UnityEngine.Audio;
public AudioMixer audioMixer;
// ✅ Set volume (exposed parameter)
audioMixer.SetFloat("MusicVolume", -10f); // dB (-80 to 0)
// ✅ Get volume
audioMixer.GetFloat("MusicVolume", out float volume);
// Convert linear (0-1) to dB
float volumeDB = Mathf.Log10(volumeLinear) * 20f;
audioMixer.SetFloat("MusicVolume", volumeDB);
Expose Mixer Parameters
In Audio Mixer window:
- Right-click parameter (e.g., Volume)
- "Expose 'Volume' to script"
- Rename in "Exposed Parameters" tab (e.g., "MusicVolume")
Audio Effects
Add Effects to Mixer Groups
In Audio Mixer:
- Click group (e.g., SFX)
- Click "Add Effect"
- Choose: Reverb, Echo, Low Pass, High Pass, Distortion, etc.
Duck Music During Dialogue (Sidechain)
// Setup in Audio Mixer:
// 1. Create "Duck Volume" snapshot
// 2. Lower music volume in that snapshot
// 3. Transition to snapshot when dialogue plays
public AudioMixerSnapshot normalSnapshot;
public AudioMixerSnapshot duckedSnapshot;
public void PlayDialogue(AudioClip clip) {
duckedSnapshot.TransitionTo(0.5f); // 0.5s transition
audioSource.PlayOneShot(clip);
Invoke(nameof(RestoreMusic), clip.length);
}
void RestoreMusic() {
normalSnapshot.TransitionTo(1.0f); // 1s transition back
}
Audio Performance
Optimize Audio Loading
// Audio Import Settings (Inspector):
// - Load Type:
// - Decompress On Load: Small clips (SFX), loads fully into memory
// - Compressed In Memory: Medium clips, decompressed at runtime (RECOMMENDED)
// - Streaming: Large clips (music), streamed from disk
// Compression Format:
// - PCM: Uncompressed, highest quality, largest size
// - ADPCM: 3.5x compression, good for SFX (RECOMMENDED for SFX)
// - Vorbis/MP3: High compression, good for music (RECOMMENDED for music)
Preload Audio
// Preload audio clip before playing (avoid stutter)
audioSource.clip.LoadAudioData();
// Check if loaded
if (audioSource.clip.loadState == AudioDataLoadState.Loaded) {
audioSource.Play();
}
Music Systems
Crossfade Between Tracks
public IEnumerator CrossfadeMusic(AudioSource from, AudioSource to, float duration) {
float elapsed = 0f;
to.Play();
while (elapsed < duration) {
elapsed += Time.deltaTime;
float t = elapsed / duration;
from.volume = Mathf.Lerp(1f, 0f, t);
to.volume = Mathf.Lerp(0f, 1f, t);
yield return null;
}
from.Stop();
}
Seamless Music Looping
// Audio Import Settings:
// - Check "Loop" for seamless music loops
audioSource.loop = true;
Common Patterns
Random Pitch Variation (Avoid Repetition)
void PlaySoundWithVariation(AudioClip clip) {
AudioSource source = GetComponent<AudioSource>();
source.pitch = Random.Range(0.9f, 1.1f); // ±10% pitch variation
source.PlayOneShot(clip);
}
Footstep Sounds (Random from Array)
public AudioClip[] footstepClips;
void PlayFootstep() {
AudioClip clip = footstepClips[Random.Range(0, footstepClips.Length)];
AudioSource.PlayClipAtPoint(clip, transform.position, 0.5f);
}
Check if Sound is Playing
if (audioSource.isPlaying) {
// Sound is currently playing
}
Audio Listener
Single Listener Rule
- Only ONE
AudioListenershould be active at a time - Usually attached to Main Camera
// Disable extra listeners
AudioListener listener = GetComponent<AudioListener>();
listener.enabled = false;
Debugging
Audio Window
Window > Audio > Audio Mixer- Visualize levels, test snapshots
Audio Settings
Edit > Project Settings > Audio- Global volume, DSP buffer size, speaker mode