Features

Audio Generation

Voice lines, sound effects, and ambient loops generated inside Unity and imported straight into your project.

Summary
Describe the audio, Adjoint generates it, imports it, and can wire it into AudioSources or your existing AudioManager.

What It Can Do

  • Dialogue and narration with tuned voice presets (hero, villain, narrator, merchant, mentor, and more).
  • Sound effects: footsteps, impacts, UI clicks, magic, weapons, ambience.
  • Music and ambient loops of configurable length, from menu music to level background.
  • Automatic integration: clip imported to Assets/Generated/Audio/, AudioSource added to the target GameObject on request.
  • Variations for randomization, like three different sword clangs the same AudioManager can cycle through.

How to Get the Most Out of It

  • For voice, write the line and the delivery. “Gruff warrior, slightly exhausted: Welcome to the Keep” gives you a usable take on the first try.
  • For SFX, describe the texture. “Metallic, sharp, with a short echo” is more useful than “loud.”
  • Request variations up front. “Three variations of a footstep on stone” saves round trips.
  • Let the agent wire it up. “Play this on the Player when IsGrounded becomes true” produces an AudioSource and the code to trigger it in one go.
  • Queue background generations. Long music loops generate in the Generations tab while you keep building.

Combine with Scenes to populate environments and NPCs with audio in a single pass.