Treasure Tombs: Ra Deal

Coming soon to iOS and Android!

Attack of The Wall Street Titan

Available now on iOS and Android!

Master Audio - The Total Audio Solution for Unity

Tremendous ease of use, speed, and flexibility in one powerful audio plugin for Unity free and pro.

Core GameKit + Pooling

Dramatically speed up your time to market for your new game with Core GameKit. Full pooling and combat systems included!

Friday, August 22, 2014

6 Tips for maximizing Unity audio performance





  1. Grab Master Audio off the Unity Asset Store and use it for everything.  
    Yeah, obviously we're biased (and shameless!), but this is a super high performance audio management tool.

    The garbage collection allocation is simply way less than any other audio plugin on the Asset Store.  In fact, there are
    zero bytes allocated for most calls. This means rock solid performance and predictability on mobile and other platforms. Don’t waste CPU cycles by using a less optimized plugin!

  2. Use Resource files for infrequent sounds, and music if you have more than a couple songs in your Playlist.
    Even streaming audio that isn’t being played takes up chunks of audio memory in Unity, so keep those audio files out of your Scene until you need them. Master Audio provides automatic Resource file loading and unloading to save on total memory usage.

  3. Delete any Unity audio filter FX that you aren’t using.
    All filters, even disabled instances in the Scene take up audio memory. Master Audio has a button to find them all and delete them instantly.

  4. Use lower sample rates for speech and other low requirement audio.
    Bulk resample your audio with the included Master Audio Clip Manager. Filter by folder or sound name easily.

  5. Set up and use "audio skins".
    Master Audio's Dynamic Sound Group Creator prefabs are great for setting up a variety of player or enemy sounds based on player type or other variable.  These are also an easy way to set up temporary per-Scene playlists and sounds.

  6. Join the discussion on our forums!
    Check out http://darktonic.freeforums.net/ for all the latest and greatest info, or get answers to tricky questions.  And, of course, you can always email us at support@darktonic.com.

Did we mention it's fully Unity 5.0 ready?  Get some!

Thursday, July 31, 2014

Another happy user!

Tuesday, May 27, 2014

Why would you?

Another happy Master Audio user!

Wednesday, May 14, 2014

Seeking a publisher for Treasure Tombs: Ra Deal!

We're looking for a publisher that's as passionate about what they do as we are!

Here's the latest gameplay video:


Sunday, March 30, 2014

Finally, a new work in progress video. Treasure Tombs: Ra Deal is coming along!

Wednesday, February 26, 2014

Tips & Tricks for Unity Audio Memory Usage and Optimization



Have too much good audio? 

Here are some tips and facts about memory usage and optimization in Unity with Master Audio.

Unless you are using Resource files (see below for more info), then the amount of memory used by Master Audio will remain constant per Scene. It's not dynamic. 


Typically, to optimize memory usage, we do the following:

1) If the target platform is mobile, we resample all audio clips to 22050Hz so they're smaller. We can't tell the difference in sound. We use .wav files for all sound effects, although some users report success with .ogg files as well. We don’t like to use compressed audio for sound effects because there are memory and performance implications. Keep it raw!

2) Set all music clips to streaming which basically take up zero memory (although the profiler doesn't show this correctly). Note: don't stream more than one audio clip at a time, that's terrible on performance.

3) Set up infrequently used sounds in a Resources folder and configure the Audio Origin as "Resource File" so they will be loaded only when played and promptly unloaded after done playing.

4) If you only need certain sounds in certain Scenes, set up a separate Master Audio per Scene only with needed sounds, or use the Dynamic Sound Group Creator prefab to populate those sounds in each Scene if you have a "persist across Scenes" Master Audio.


All Sound Group Variation audio clips (that aren't Resource files) are loaded into memory when the Scene starts. Extra clones of Variations take up zero memory because they're the same audio clip. Playing a sound does not make the audio memory change (unless it's a resource file).


Have fun and rock on!


Cool image from: http://www.androidtapp.com/audio-glow-music-visualizer/

Monday, February 10, 2014

first "official" screenshots of Treasure Tombs: Ra Deal

iPhone 5 resolution


Progress is cranking along.  Lots of the 2D elements are becoming 3D objects (gems, money bags, the staff, etc.) so look out for those in our next screens coming soon.