This Unity Asset package contains 10 short pieces of audio (in 44KHz 16bit stereo WAV format), including dissonant drones, minimalistic harmonies, gentle tunes, and synth-backed beats. Ideal for prototyping, menu screens, intros, ambient background noise, and more.
- Eerie Caverns
- A Peaceful Future
- Abandoned Vessel
- Promethean Temple
- The Industrial Zone
- Icarus Has Found You
- Evolving Horror
- Forest Of Emps
Press the blue Play button below to hear short samples from each of the 10 loops provided in this pack.
This package comes with a simple player script attached to Unity prefabs – one for each of the 10 tracks – so you don’t have to set anything up to get the music working. Just drag and drop the music of your choice into the scene.
The player script is also easy to use with any other audio that you might have. Simply add the Looping Background Audio component to a GameObject, drag the AudioClip of your choice into the associated AudioSource, and you’re ready to go.
Quick Start Guide
Auditioning the loops
- Import the package into your project.
- Open the BgMusicLoops scene.
- Press the PLAY button – one track will now be playing, and you can click the buttons to listen to the others.
Adding a loop to your project
- Import the package into your project.
- Open the scene that you want the background audio to be in.
- Drag the prefab of your choice from the LoopingBackgroundAudio/Audio/Prefabs folder into the Scene view, or the Hierarchy.
- Press the PLAY button – you should now hear music playing in your scene.
Several parameters can be changed on the Looping Background Music component to alter the playback behaviour – especially useful if you switch to different audio later.
- Target Volume – this changes the volume of music playback. 1.0 is the maximum, while 0.0 is silent.
- Cross Fade Seconds – when the music repeats, some of the end is blended with some of the beginning to create a smooth-sounding transition. You can state how long you want this cross-fade to take here, or turn it off by setting it to 0.
- Loop Start – sometimes you don’t want the music to repeat from exactly the start. Change this value to alter how far into the track the looping point is.
- Fade In Seconds – this dictates how long it takes to fade in the music when it first starts.
- Fade Out Seconds – if Cross Fade Seconds is set to 0.0, the music will not cross-fade with the beginning but can fade out gradually. This value sets how long this fade-out takes.
- Trim Ending – sometimes you don’t want to play all of the track before fading out or cross-fading. Use this value to decide how many seconds to trim off the end of the audio.
- Is Logging – enabling this value will produce some diagnostic information in the console window when the track plays, loops, stops, or encounters an error.
The Looping Background Audio component exposes several functions and properties to allow your game code to control the music.
- Music can be stopped from script by calling either
StopMusicWithFade(float secondsToFadeOut)on the
- The component can be queried to see if it is playing via the
IsPlayingproperty – useful if you called
StopMusicWithFade()and are waiting for the music to fade to silence before proceeding, for example.
- If you stopped the music and need to restart it – call
StartMusic()on the component.
- Volume can be changed from script via the
SetVolume(float newValue)function or by simply altering the
Interested in getting exclusive music?
Whereas these loops are suitable for many purposes, some productions will understandably prefer to have music that is unique and custom-written to their specifications. We can produce music for your project, whether similar to these loops, or something entirely different. Contact us to discuss rates for your musical requirements here:
music AT ebonyfortress.com.
Further Support and Contact
For technical support with the use of these loops, please contact the author directly at this email address –
unitysupport AT ebonyfortress.com.