The professional-grade audio diagnostics and validation toolkit for Unity 6.
Real-time monitoring · Automated scanning · Zero overhead in shipped builds.
Installation · Quick Start · API Reference · CI Integration · Contact Support
This is the public documentation repository for Audio Atlas v1.0.0.
It contains structured reference documentation only — no source code is included.
The source repository is private. Purchasing the asset grants a Unity package, not repository access.
To enquire about repository access, Contact Support.
Audio bugs are invisible. Voice limits silently drop critical sounds. Stereo clips nullify 3D positioning. AudioSource components play at zero volume while occupying voice slots. Mixer routing breaks mid-project and nobody notices until QA.
Unity's built-in tools provide no real-time visibility into any of this.
Audio Atlas gives you complete visibility:
- Every active
AudioSourcewith live volume, pitch, distance, and priority - Every mixer group with live signal levels and full routing integrity
- Every voice steal event — source stolen, source stealing, timestamp
- An automated rule scanner that catches 12 categories of misconfiguration
- A composite health score graded A–F, updated live every ~0.5 seconds
All of it in a single docked editor window. No scene setup. No code changes required to start.
| Panel | What You See |
|---|---|
| Live Sources | Every tracked AudioSource — state, clip, volume, pitch, blend, distance, priority, mixer group |
| Mixer Graph | Visual node graph of your full AudioMixer hierarchy with live signal levels per group |
| Event Log | Timestamped ring buffer of play, stop, and steal events — 512 capacity, exportable to CSV |
| Panel | What You See |
|---|---|
| Project Scanner | 12 rules (AA-001→AA-012), per-rule severity, inline fix buttons with full undo support |
| Signal Chain | Full signal path from any selected AudioSource to the output bus |
| Source Inspector | Serialized vs. runtime property comparison — surfaces drift caused by runtime modification |
| Scene Heatmap | 3D spatial heatmap rendered into the Scene View showing audio activity density |
| Panel | What You See |
|---|---|
| Health & Metrics | Composite A–F health grade from 5 weighted sub-scores, updated every ~0.5 s |
| Insights | Ranked actionable insight cards — clip spam, co-occurrence, steal bursts |
| Panel | What You Do |
|---|---|
| Clip Search | Full-project clip inventory — sort, filter, find duplicates, find unused, export CSV |
| Memory Profiler | Per-clip runtime memory footprint with load type and compression analysis |
| Asset References | Cross-reference any clip to every AudioSource consuming it |
| Budget Guard | Per-platform voice and memory budget enforcement with live violation alerts |
| Feature | Detail |
|---|---|
| Session Diff | Compare any two sessions across 6 behavioral dimensions |
| Voice Drop Sim | Deterministic voice steal probability estimation — no randomisation |
| Waveform Scope | Real-time DSP waveform — zero per-frame allocations |
| CI Integration | CIBridge.Run() — headless batch scan, JSON report, exit codes 0/1/2 |
| Build History | Health score trend across builds with sparkline chart |
AudioAtlas.Editor → editor-only, stripped from all builds
│ depends on
AudioAtlas.Runtime → conditional (UNITY_EDITOR || AUDIOATLAS_DEBUG)
AudioRegistry · EventBus · MetricsCollector
AudioAtlasBootstrap · AudioAtlasRuntime engine
SourceTracker · VoiceStealTracker · HeatmapSampler
AudioIntelligenceEngine · MixerAnalyzer
AudioAtlas.Examples → editor-only, excluded from builds
Bootstrap activates via [RuntimeInitializeOnLoadMethod(BeforeSceneLoad)] — no scene setup required. See Architecture for the full lifecycle and data model.
AudioAtlas.Runtime → ships only if you reference it + define AUDIOATLAS_DEBUG
AudioAtlas.Editor → editor-only assembly, never built into player
AudioAtlas.Examples → excluded from all builds
When AUDIOATLAS_DEBUG is undefined, the compiler eliminates all tracking code. The bootstrap becomes a no-op.
Window → Audio → Audio Atlas Ctrl+Shift+A
Import the package, open the window, enter Play Mode. Tracking activates automatically. See the Quick Start guide for the complete first-session walkthrough.
Audio Atlas is a paid commercial asset. A valid license is required before use.
Unity Asset Store (primary): Search "Audio Atlas" on the Asset Store. After purchase, install directly from Package Manager → My Assets.
Other authorised marketplaces: Download the .unitypackage and follow the Installation guide.
Source code repository access is not included with purchase.
The asset is delivered exclusively as a Unity package. The development repository is private.
Repository access may be granted separately upon written request — Contact Support.
| Minimum | |
|---|---|
| Unity | 6000.0 (Unity 6) |
| .NET Compatibility | Standard 2.1 |
| Scripting Backend | Mono or IL2CPP |
| Render Pipeline | Built-in, URP, or HDRP |
| Editor Platform | Windows · macOS · Linux |
| Document | Contents |
|---|---|
| Installation | Import methods, package layout, assembly references |
| Quick Start | First session walkthrough — live data in under 5 minutes |
| Architecture | Assembly design, bootstrap lifecycle, AudioRegistry, ScanCoordinator |
| EventBus Reference | All 32 events, payload meanings, subscribe/raise/clear API |
| Intelligence Engine | Health score algorithm, insight detection, sub-score formulas |
| Panels Reference | Every panel documented with columns, constraints, and interactions |
| Scanner Rules | AA-001 → AA-012 — root cause, auto-fix, suppress |
| Runtime API | AudioRegistry, EventBus, AudioAtlasRuntime, structs |
| Configuration | Every setting with type, default, and effect |
| CI Integration | GitHub Actions, Jenkins, exit codes, JSON report schema |
| Troubleshooting | Root causes and resolutions for all known issues |
| FAQ | Licensing, technical, and integration questions |
| Changelog | Full version history |
| License | Commercial license terms |
Contact Support · Report a Bug · Request a Feature
Bug reports filed via Window → Audio → Audio Atlas → About → Report a Bug are automatically pre-populated with your Unity version, OS, and Audio Atlas version.
Audio Atlas is distributed under a commercial seat-based license. One purchase covers one developer or one studio. The asset may be used in unlimited projects. Redistribution of source code, sublicensing, and reselling are prohibited. See LICENSE for complete terms.
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