🟧
Sounds Good Documentation
English
English
  • Welcome!
  • FIRSTS STEPS
    • Create your first sound
  • Create and use audio outputs
  • Included Prefabs
  • Update from 1.0 to 2.0
  • DOCUMENTATION
    • Assemblies and Namespaces
    • Prefixes
    • Audio objects
      • Sound
        • Properties
        • Methods
      • Music
        • Properties
        • Methods
      • Playlist
        • Properties
        • Methods
      • DynamicMusic
        • Properties
        • Methods
    • Editor windows
      • Audio Creator
      • Audio Collection
      • Output Manager
    • SoundsGoodManager
  • Extras
    • Credits
    • Acknowledgments
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On this page
  • 🎛️ Step 1 – Create a sound
  • 📚 Step 2 – Verify or edit in Audio Collection
  • 💻 Step 3 – Play the sound in code
  • 🧪 Optional – Customise the sound
  1. FIRSTS STEPS

Create your first sound

PreviousWelcome!NextCreate and use audio outputs

Last updated 17 days ago

Sounds Good was designed so you can start adding sounds and music to your game with zero friction. This guide walks you through the essential first steps to get the system up and running.

We’ll follow a small practical example so you can see the basics in action:


🎛️ Step 1 – Create a sound

We need to register a sound before we can play it. That’s what the Audio Creator window is for.

  1. Open the window: Tools › Melenitas Dev › Sounds Good › Audio Creator

  2. At the top, pick the audio type:

    • Sound → sound effects (SFX)

    • Music → music tracks

  3. In Tag, type a unique name for the sound. Example: jump

  4. Add one or more audio clips. Drag & drop .wav, .mp3, etc. into the clips area.

  5. Choose a Compression Preset – it auto-sets import settings:

    • Frequent Sound – short SFX that play often (footsteps, shots …)

    • Occasional Sound – short SFX that play rarely (switches, hits …)

    • Ambient Music – full music tracks

  6. Click Create.

If everything went well you’ll see a confirmation in the console; the sound is now ready.


📚 Step 2 – Verify or edit in Audio Collection

  1. Open the window: Tools › Melenitas Dev › Sounds Good › Audio Collection

  2. Search for the sound by its Tag (jump in the example).

  3. Check that the correct clips are listed and the name is right.

  4. If you need changes you can:

    • Rename the tag

    • Edit the clips attached to the sound

    • Delete the sound and create it again

    • ⚠️ Avoid renaming the tag after you use it in code—references will break.


💻 Step 3 – Play the sound in code

Once created, playing a sound is dead simple:

using MelenitasDev.SoundsGood;

public class Player : MonoBehaviour
{
    private Sound jump = new Sound(SFX.jump);
    
    public void Jump()
    {
        jump.Play();
    }
}

You can build the Sound with the string tag "jump" or with the auto-generated enum SFX, which lists every sound you’ve created.

🎯 That single line will play the sound tagged jump.


🧪 Optional – Customise the sound

All Set… functions can be chained to tweak playback:

using MelenitasDev.SoundsGood;

public class Player : MonoBehaviour
{
    private Sound jump = new Sound(SFX.jump);
    
    void Start()
    {
        jump.SetVolume(0.75f)
            .SetFadeOut(0.5f)
            .SetLoop(false)
            .SetRandomClip(true)
            .SetSpatialSound(true)
            .SetHearDistance(1, 50)
            .SetVolumeRolloffCurve(VolumeRolloffCurve.Linear)
            .OnComplete(() => Debug.Log("Sound ends"))
            .Play();
    }
    
    public void Jump()
    {
        jump.SetRandomPitch()
            .SetPosition(transform.position)
            .Play();
    }
}

Settings you call in Start() persist on the Sound object, so you only call them once. Settings inside Jump() are applied each time you play the sound. In this example every jump gets a random pitch and is positioned on the player.