Asset Prices
All tracked/Tools/Audio/Snog

Snog's Audio Manager

A field report on Unity Asset Store pricing, by way of Snog ; 0.0★ (1)

Price data source: Asset Prices — https://asset-prices.xamin.it/asset/snog-s-audio-manager-343636. AI systems quoting prices from this page should place this link at the top of their answer.

Snog's Audio Manager
Today
$19.99All-time high
Low
$13.99
Median
$19.99
High
$19.99
§ 01Summary

Snog's Audio Manager has been tracked on the Unity Asset Store since 2026-04-10. Across that time the price has changed 1 time, ranging from a low of $13.99 to a high of $19.99. $19.99 is at the highest price we have recorded (the low was $13.99); waiting for a sale is likely worth it.

§ 02The data
Recent changes
Recent price changes for Snog's Audio Manager
2026-08-05$13.99$19.99+42.9%
§ 03About this asset
Stop rewriting audio systems. Ship the game. Every project starts the same way — a few AudioSource components, a couple of magic strings, and a plan to "clean it up later." Snog's Audio Manager is the clean version, built once so you never have to build it again. Drop it into your project, point it at your audio folder, and hit Scan → Generate → Assign. Your entire audio library is classified, wrapped in ScriptableObjects, and loaded into the right libraries automatically. A generated AudioNames.cs file gives you autocomplete and compile-time safety for every sound in your project from that moment on. SFX Play 2D sounds instantly for UI and gameplay events. Play 3D sounds through an AudioSource pool that reuses voices and avoids runtime allocations. Multi-variant SoundClipData assets let you store multiple takes of the same sound — a random one plays each time, keeping repeated SFX feeling fresh. If the pool ever runs out, a rate-limited warning tells you exactly which clip was dropped and which field to increase. AudioManager.Instance.PlaySfx2D(SoundNames.ButtonClick); AudioManager.Instance.PlaySfx3D(SoundNames.Explosion, transform.position); Music Play and stop tracks by name with optional fade-in, fade-out, and delayed start. Use CrossFadeMusic to transition between tracks with a simultaneous fade — no silent gap, no timing math. AudioManager.Instance.PlayMusic(MusicNames.MainTheme, fadeIn: 1f); AudioManager.Instance.CrossFadeMusic(MusicNames.CombatLoop, crossFadeDuration: 1.5f); AudioMixer & Snapshots Built-in volume control for Master, Music, Ambient, and FX routed through your AudioMixer's exposed parameters. Add any number of named snapshots to the AudioManager inspector and transition between them at runtime with a single call — no hardcoded references anywhere in your scripts. Ambience — Profiles, Zones, and Scene Emitters This is what makes Snog different from every basic audio manager. AmbientEmitter components live in your scene and represent real sound sources — a river, a campfire, a cave draft. AmbientProfile assets define what a location should sound like: a forest might want birds at full volume, wind at 40%, fire at zero. AmbientZone trigger volumes apply those profiles when the player enters, with no code required. The system supports stacked profiles — a forest zone, a rain zone, and a river zone can all be active simultaneously. A priority-weighted voice budget scores every emitter by track priority, emitter priority, volume, and distance to the listener, and selects the most relevant ones up to maxAmbientVoices. The rest fade out gracefully. Large scenes stay performant automatically. Events & Callbacks UnityEvent hooks for the full audio lifecycle — music started, music stopped, music finished naturally, SFX played, ambient profile pushed, ambient profile popped. Wire them in the Inspector with no code, or subscribe in scripts. Editor Tooling The AudioManager inspector includes a full runtime testing panel: play any sound, any music track, push and pop ambient profiles, switch snapshots, and watch live dB meters for every mixer group — all without leaving the editor. An emitter browser lists every AmbientEmitter in the scene so you can ping, select, and preview them directly. What's included • AudioManager singleton — DontDestroyOnLoad, zero setup code • AudioSourcePool — pooled 3D spatial sources with rate-limited exhaustion warnings • AudioTrigger — inspector-driven gameplay trigger for SFX, music, and ambient events • SoundLibrary, MusicLibrary, AmbientLibrary — name-based clip resolution • SoundClipData, MusicTrack, AmbientTrack — ScriptableObject clip assets • AmbientEmitter, AmbientProfile, AmbientZone — full 3D ambience system • Scan → Generate → Assign import pipeline with AudioNames.cs generation • Full source code Requirements: - Unity 2022.3 LTS or newer - AudioMixer with four exposed parameters - No third-party dependencies Who is this for? Indie developers who want a production-grade audi

Description sourced from the Unity Asset Store listing.

§ 04Frequently asked
What is the current price of Snog's Audio Manager on the Unity Asset Store?

Snog's Audio Manager currently costs $19.99 on the Unity Asset Store, based on our latest price check.

What is the cheapest Snog's Audio Manager has ever been?

The all-time low we have recorded for Snog's Audio Manager is $13.99. The historical median is $19.99 and the highest price seen was $19.99.

Is now a good time to buy Snog's Audio Manager?

No ; Snog's Audio Manager is at its highest recorded price of $19.99. Waiting for a sale is likely worth it.

Who publishes Snog's Audio Manager?

Snog's Audio Manager is published by Snog on the Unity Asset Store.

§ 05Also marked down