Move your pointer, or tap, to move the listener

Ray-traced sound propagation for Unity + FMOD

Sound that knows where the walls are.

Wavetracing casts rays from every sound source. They bounce off walls, leak through thin doors, get muffled by rock and find their way around corners. What reaches each listener drives your FMOD events, live.

Coming to the Unity Asset Store in early 2027 · wavetracing.marketing@slowburn-studios.com

The modules

Stack only what a sound needs.

Each sound source gets a list of modules. A drip needs two, a monster needs six. Every demo below runs a simplified 2D version of the engine live in your browser; the real one is 3D, runs in Unity and drives FMOD. Turn on sound in the top right to hear the mix.

Drag the ember listener. Turn penetration off and only the bounce paths are left.

Why not just raycast to the player?

One ray says blocked or clear. Sound doesn't work like that.

The quick fix is a single line-of-sight check. It works until a pillar edge cuts the sound dead, or a sound comes through a doorway and the check says it's behind a wall. Drag the listener on either side and watch the two gain curves.

The usual way One raycast to the player −∞ dB
Wavetracing Every path that reaches you −∞ dB

single raycast: on or off, a hard cut at every pillar edge. Wavetracing: fades as paths are lost, and comes back through the doorway.

In Unity

Add a component. See the rays. Hear the difference.

No baking

Rays are cast live. Move a wall, break a rockfall, open a door, and the sound follows in the same frame.

No colliders on the listener

Detection is analytic. Put an AudioConsumer on the camera and you are done.

See what you hear

Select a producer in play mode and its rays draw in the Scene view, so you debug with your eyes.

Modules you stack

Each producer config is a list of modules. Leave out what a sound does not need, and it costs nothing.

Drives the FMOD events you already have

  • Gaincoverage-scaled path average
  • Low-pass / high-passfrom penetration depth
  • Parametric EQup to 5 bands from materials
  • Distortionbounces, walls, rusty metal
  • Reverbwet, decay, diffusion, density
  • Echoone tap from real geometry
  • 3D positiona virtual source at the doorway
  • Directional focuspoint image or wraparound
  • Delayenergy-weighted path length
  • Spread & chorushow diffuse the arrivals are

Everything arrives as event parameters or Core DSP units on the event's own chain, so sound designers stay in FMOD Studio.

Coming to the Unity Asset Store in early 2027.

Built by one developer at Slowburn Studios. If you want early access, have a level that sounds wrong, or you're just curious, write to me.

Requires FMOD for Unity. Unity 6.