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Events on a timeline
Tracks nest as containers. Clips, curves and effects share one time scale on every row, and loop regions release on the conditions you set.
Data sheet NJ-01 / Audio for Unity / Rev. 2026.11
Nightjar is an audio engine for Unity and the studio that drives it. Build events on a timeline, hear them exactly as the game will play them, and ship them with no third-party runtime and no licence fee.
Pre-release Plays every sound in Tungsten Lands, a co-op horde shooter in development.
The studio
Nightjar Studio is a browser app served by a small local host. It edits the same plain text files the game imports, so there is no second copy to keep in sync.
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Tracks nest as containers. Clips, curves and effects share one time scale on every row, and loop regions release on the conditions you set.
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Preview renders through the engine itself. Drag a parameter while the event plays and the running render takes the new value.
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Every knob opens the same Bind picker: a parameter, a curve or a random source, mapped by the same arithmetic the runtime uses.
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Drop sounds in with an optional note. Each one is filed with a conventional name, tags, notes and where it came from, and keeps its identity through every move.
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A generated sound keeps the prompt it came from. Every generation stays in a history you can audition and go back to.
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Choose a provider and a persona. The assistant works through the same actions you do, and nothing that costs money starts without your press.
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A background scan of the Unity project shows which scenes, prefabs and scripts reference each event, and which events nothing uses.
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A running game, in play mode or a development build, links to the studio. Play an event in the game and watch the engine's live numbers.
The engine
Everything the game makes a sound with runs on one engine. It never stalls the frame, it does not thin out under load, and it does not give away its machinery at the seams.
AudioClip and a small builder makes a real event: buses, envelopes, playlists, loop regions and effect chains.Acoustics
Nightjar Acoustics bakes the spaces a sound travels through, the way light baking works: place a volume, press bake, see what it found, listen, and go round again.
The format
An event is a plain text file. A designer shapes it in the studio, an agent edits the same file, and there is no second representation to drift out of date.
Megaphone.audioeventv5
{
"version": 5,
"bus": "Effects",
"parameters": [
{ "name": "drive", "default": 0.5 }
],
"bindings": [{
"target": { "track": 0, "effect": 0, "param": "drive" },
"source": { "type": "parameter", "name": "drive" },
"from": 0.0, "to": 1.0
}],
"track": {
"effects": [{
"type": "megaphone", "hornHz": 1200.0,
"drive": 0.5, "squeal": 0.3, "mix": 1.0
}],
"tracks": [{
"name": "Shout",
"instruments": [{
"type": "single", "start": 0.0, "length": 4.15,
"clip": { "name": "AUD_Ref_Voice_Shout90_Loop" }
}]
}]
}
}
Effects
Every effect is a kernel inside the engine, the same one the game runs. Change it while the event plays and you hear the change; bind it to game state, a curve or a random source.
Level and dynamics
GainCompressorLimiterGateTransient shaperNormalize
Filter and EQ
Low passHigh passParametric EQMultiband EQThree-band EQBass boostEnvelope filterComb
Time and space
ReverbEchoChannel delayStereo widthChannel mix
Modulation and pitch
ChorusFlangerPhaserTremoloRing modulatorPitch shiftHarmonizerFormant shiftVocoder
Character
DistortionSaturatorBit crusherTapeRadioMegaphoneUnderwaterGlitchGenerator
Themes
A theme sets more than colour: the frame, the rules, the knobs, the faders and the playhead. Every shipped theme is measured for legibility over everything it draws, and a theme file of your own loads beside them.
Architecture
The studio runs on its own host, with or without an editor open. The game runs on exported artifacts and the engine, with no authoring process anywhere. Between them sits one explicit export, committed with the project.
Authoring
Tracked export
Audio artifacts, committed
Development link
Play in game, live diagnostics
Shipping
Release
Nightjar is in private development inside Tungsten Lands. The engine, the studio and the acoustics are being readied for release as Unity packages.