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A Toolset for Every Stage of Your Journey
Procedural Worlds empowers creators to build beautiful, performant worlds faster — from first prototype to final release.
Storm – Advanced Worldbuilding & Render Acceleration Storm combines our award winning world building toolset with three more years of development to deliver our most advanced world building system yet. Storm adds render acceleration, two new terrain systems, geospatial import, non destructive real time procedural biomes, buildings, cities and dungeons, and mmo support, to create, render and optimize rich dense worlds.
World Building Bundle – Best Value Our complete professional toolkit for building, populating, lighting, and optimizing entire worlds at scale. Perfect for teams who want maximum power and value in one bundle.
Gaia Pro VS – Professional Terrain & Environment Tools Advanced terrain, biome, water, and lighting workflows for creators who need precision and high fidelity. Ideal for serious indies and studios building production-ready scenes.
Gaia – Start Building Your First World Create beautiful environments in minutes with intuitive, beginner-friendly tools. Perfect for hobbyists, students, and newcomers taking their first steps into worldbuilding.
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Ambient Sounds - Interactive Soundscapes for Unity 6 creates interactive soundscapes system for your game
Please note that this package is included with the World Building Bundle for Unity 6 & Gaia Pro VS at a massive discount on purchasing all components individually.
Welcome to Ambient Sounds
Purchase Ambient Sounds to create an Interactive Soundscapes system for your game.
Ambient Sounds is an easy-to-use sound system that organizes your tracks and effects into Sequences to create dynamic soundscapes for your game. The Event and modifier system allows you to control which sounds are being played in your ambient audio without writing a line of code.
You can keep an overview of your game audio through a Monitor window that shows debug information about which sounds are being played and why in real-time. Ambient Sounds also comes with a library of professionally composed and produced music and sound effects to get you up and running. Stop fiddling with dozens of individual audio scripts in your scene and take back control with Ambient Sounds!
What can I do with Ambient Sounds?
How could I use this in my game?
Quick links
Need help or want to know more?
Making a game?
Social Media links:
Press or media - please email marketing@procedural-worlds.com
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About Procedural Worlds:
At Procedural Worlds, our mission is to empower creators to build bigger, iterate faster, and play everywhere.
Procedural Worlds is an award-winning publisher with the following Unity awards and certifications:
2025 - Gaia Pro VS - Gaia is now a Unity Verified Solution
2024 - Gaia Pro 2023 - WINNER of 16th Unity Awards Best Development Tool
2023 - Procedural Worlds - FINALIST of 15th Unity Awards Best Publisher
2020 - Gaia Pro - WINNER of Unity Awards 2020 for Best Artistic Tool
2018 - GeNa - FINALIST of Unity Awards 2018
2017 - CTS - FINALIST of Unity Awards 2017
With our team and our tools, we service indies, professionals, and enterprises to deliver custom software and environments. Our special power is the combination of our deep procedural and AI powered technology stack, and our amazing team of experts. For specialized help, or customized tools then please contact us.
We are a Unity Partner, Intel Graphics Innovator, and have been a top asset store publisher since first launching Gaia in 2015. Our reviews, and the fact that we read and respond to them all, testify to our ongoing dedication to product and service excellence.
v 1.2.18
v 1.2.17
v 1.2.16
v 1.2.15
v 1.2.14
v 1.2.13
v 1.2.12
v 1.2.11
v 1.2.10
- Added "Hide Manager Object" option to Ambient Sounds Manager
- Updated Ambient Sounds Manager to create ListenerRelay on AudioListener instead of moving Manager to AudioListener
- Fixed a cause for null reference error in Audio Track object
- Various smaller code improvements / fixes
v 1.2.9
- Fixed issue with AudioArea's FollowPosition and FollowRotation settings
v 1.2.8
- Fixed an issue that could lead to performance problems when Ambient Sounds is running
- Fixed a null reference error.
v 1.2.7
- Fixed an issue where sliders in the sequence editor would inadvertently share data.
v 1.2.6
- Removed memory garbage generation in Update() function of the Audio Manager
- Fixed an issue with the header in reorderable lists in the UI
- Added option to disable auto-move of the AudioManager component on startup or disable when not on the active AudioListener
- Added MoveTo(AudioListener) function to move the AmbienceManager to a selected AudioListener
- Added OnDisabled() event to check if we are on a now deactivated listener, to find the new one
- Various smaller fixes
v 1.2.5
-Fixed a bug with the playlist playback where it would still select the same clip twice in a row.
v 1.2.4
- Added "Values While Playing" array: Will update a value based on the max fade level of all Sequences setting the same value
- Reviewed for Unity 2019.3
- updated NextClipIdx property to create a "playlist" to shuffle through rather than selecting tracks at random
- Fixed bug with SequenceEditor preventing drag-and-drop functionality of Modifier list from working
- updated Awake() to set a few missing settings if the AmbienceManager needs to be moved to the camera
- Fixed issue caused by deleting "AmbienceManager" then re-opening the Main Ambience Editor Window
v 1.2.3
- Added per-clip volume for clips in sequences
- Added re-orderable list controls for things like AudioClips, Values, Events, etc.
- Added a null reference check to catch a rare Null Reference Exception
v 1.2.2
- Fixed an issue where crossfade would not work on long tracks
- Changed Icons for sequences and modifiers so that they look the same across all unity versions
- Improved stability for package import in Unity 2019.1 and above
v 1.2.1
- Fixed u2019.1 import issue
- Changed thunderstorm gazebo to make lightning more vivid
- Updated welcome display
v 1.2.0
* Updated AmbienceManager - fixed issue where tracks starting and ending would not update Modifiers of other tracks if they had "eventsWhilePlaying"
* Updated AudioTrack - added Start and Stop playing references for OnPlayClip and OnStopClip events
* Updated Sequence - Added events for OnPlayClip and OnStopClip for other scripts to link into
* Updated Sequence and Modifier - fixed issue with FadeValue that would count ValuesOrEvents the same as ValuesAndEvents
* Added SequenceControlledLight script to demo folder
* Updated Demo - added light above the gazebo with lightning sequence, linked to lightning Sequence's OnPlayClip event
* Added planes to 1D gizmo to allow easier visualization - added variable m_1D_GizmoSize to tweak size of gizmo planes for 1D areas
* Added better filtering for asset displays
* Default values for FPS controller to remove warnings, fixed import warning on forest hut model
v 1.1.1
* Fixed a bug where the global volume slider in the Ambient Sound Manager would not impact volume
* Updated PDF documentation
v 1.1.0 New Features:
* Easier Sequence Creation
* Audio Clips can now be dropped on Sequences list in the Manager Window to add the clips to a sequence
* Dropping multiple Audio Clips on the "New Sequence" button will create a sequence containing these clips
* Dropping multiple Audio Clips on the "New Sequence" button while holding CTRL will create multiple Sequences with one Audio Clip each
Fixes:
* Fixed a bug where preloaded Audio Data was not preloaded for some Audio Areas on startup
* Performance fixes for loading Audio Data, less memory allocation, Audio Data is loaded across multiple frames now
* Fixed an issue with changing clips in a sequence while a fade-out is still playing
* Fixed an issue with the Audio Prefabs in the demo scene when "Resonance Audio" was selected as spatializer plugin