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Resonance 0.2.0: space, memory and workflow tools
Pre-release
Pre-release
Resonance 0.2.0 makes the engine reliable and adds the features a real game needs on top of the 0.1 preview.
Install or update
https://github.com/Nekuzaky/Resonance.git?path=Packages/com.nekuzaky.resonance#v0.2.0
Reliability
- Accurate meters. Bus meters and levels now come from an RMS envelope of each clip, times the voice's real gain and distance attenuation. They read true dBFS levels, in Edit Mode and in Play Mode.
- Zero allocation per play. Sound instances are pooled and the event log keeps references instead of names. A test checks it with the Unity Test Framework allocation constraint over 500 plays.
- Verified in a player. A Windows build of the demo runs a headless smoke test: sounds play, the narrator ducks the music, the score moves to combat on the bar, the stone hall reverb and the wall occlusion engage. Engine update measured at about 0.005 ms per frame.
- Verified across pipelines and versions. The test suite passes in built-in and URP projects on Unity 6000.3 and in an HDRP project on Unity 6000.5, and the player scripts compile for Android and WebGL.
Space
- Occlusion. Three rays between each sound and the listener: a sound half behind a corner is half muffled. Volume, low pass, smoothing and check interval per event.
- Reverb Zones. Colliders with a reverb preset, intensity and fade distance, blended into a single reverb at the listener. Reverb Send per event.
- Attenuation. Shared Attenuation Presets, custom rolloff curves and a low pass that closes with distance.
Memory
- Sound Banks and the Sound Bank Loader component load and unload audio data with reference counting.
- The Profiler flags clips that were played before they were loaded.
- Optimize Audio Import Settings suggests the right load type for every clip in use.
Workflow
- Audit tab: broken events, missing segments, bus loops, sounds nothing references, and import settings to fix.
- Used By in the Sound Event editor.
- Bulk import: a folder of
step_grass_01,step_stone_01clips becomes a Switch of Randoms in one click. - Timeline: a Resonance Track with Sound Event and Game State clips, compiled only when Timeline is installed.
- Profiler history: the last 60 seconds, scrubbable.
- Playback options: delay with a random part, random start for loops, shuffle without repeats.
Notes
- Media files in the repository are now stored in git instead of Git LFS.
- Still a pre-release: the audio itself has not been reviewed by ear on every setup yet. Feedback is very welcome.
Full list in the changelog.
