All assets
Scalable gameplay audio

Pooled Audio Event System

Clean gameplay audio without AudioSources everywhere.

Define reusable SoundEvents, route playback through one managed pool, and keep large scenes under control with distance behavior, voice limits, loop virtualization, mixer routing, and runtime diagnostics.

2D + 3DPoolingDistance layersLoop virtualization
Pooled Audio Event System showcase card
AuthoringReusable SoundEvent assets
PlaybackOne-shots, loops, music, and UI
ScaleVoice, distance, and pool limits
IntegrationCode, components, events, and FishNet guide
What it solves

Clean gameplay audio without AudioSources everywhere.

Pooled Audio Event System replaces scene-level audio clutter with a reusable, event-driven workflow built for actual gameplay. Author the sound once, then trigger it through code, components, animation events, collisions, UI, or multiplayer-aware systems.

The pool handles the expensive and repetitive work: leasing sources, enforcing limits, culling inaudible requests, tracking loops, following moving emitters, routing mixer buses, and exposing the numbers you need when a scene gets loud.

Core capabilities

A complete workflow, not a single trick.

The package connects authoring, runtime behavior, and the controls needed to integrate it into a real game.

01

Reusable SoundEvents

Keep clips, ranges, mixer routing, 3D behavior, caps, loop rules, and distance variants in one reusable asset.

02

Managed source pooling

Lease AudioSources only when they are needed, return them automatically, and keep idle pooled objects out of the way.

03

Distance-aware playback

Cull requests nobody can hear and switch between near, mid, and far clip layers as the listener moves.

04

Tracked loop virtualization

Keep loops logically alive while out of range, then reactivate them when they become audible and limits allow it.

05

Voice and pool control

Stop footsteps, crowds, weapons, impacts, UI, or AI from stacking endlessly and wrecking the mix.

06

Runtime visibility

Inspect active sources, loops, virtualized loops, and every skipped request from clean debug statistics.

The path through the tool

From first setup to production behavior.

The exact controls differ, but each STL Dynamics system is structured to get a first result quickly and leave enough depth for serious tuning.

Open Pooled Audio docs
01

Define the sound

Create a SoundEvent and configure clips, variation, routing, spatial settings, limits, and loop behavior.

02

Trigger it your way

Use SoundEventPlayer for a familiar component workflow or call the pooled manager directly from gameplay code.

03

Tune with evidence

Watch live stats, test limits and distance layers, then scale the same workflow across the project.

Documentation included

Go from first setup to the exact system you need.

3 focused documents are available in the STL Dynamics documentation hub for Pooled Audio Event System.