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This repository was archived by the owner on Mar 7, 2026. It is now read-only.
🔗 Is your feature request related to a specific issue?
Lunar.Core.Base provides an AudioManagerBase interface for decoupled audio logic, but it lacks a concrete implementation for Unity. As a result, any game logic written against the core interface cannot produce sound in a Unity-based project.
💡 Feature Description
Expected outcome or effect: A concrete Unity-side implementation of AudioManagerBase that bridges the framework’s abstract audio interface with Unity’s built-in audio system.
Specific implementation ideas, such as classes, methods, parameters, or API design:
Provide a Unity adapter that implements AudioManagerBase.
Internally, it should delegate playback and mixing to Unity APIs (AudioSource, AudioClip, AudioMixer).
Core methods (e.g., play sound effect, play music, adjust volume) should align with the existing abstract interface.
Usage scenarios or benefits: Enables games built on Lunar to play sounds and music in Unity using its robust audio pipeline, including features like 3D audio, Doppler effects, and AudioMixer integration.
Engine-specific context: Works in both Editor and Play mode. Targets all Unity platforms. Compatible with Mono and IL2CPP.
Engine name & version: Unity 2021.3 LTS or later.
⚖ Alternatives Considered
N/A
📝 Additional Information
Example usage flow: Game Logic → AudioManagerBase.PlaySound("Explosion") → Unity implementation delegates to AudioSource for playback.