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Creators Reclaiming Art From Tech
You have a story. You shouldn't need to become an engineer to tell it.
Technology should serve craft, not gatekeep it
A campaign by Shadow Venom Β· Instance #01
You have a story. You shouldn't need to become an engineer to tell it.
Technology should serve craft, not gatekeep it
A campaign by Shadow Venom Β· Instance #01
Make game-ready CUA audio. No Unity. No pipeline. Just your voice and your story.
Somewhere along the way, "making" got buried under "building."
This is a campaign to dig it back out β one tool at a time.
This is a campaign to dig it back out β one tool at a time.
.assetbundle. That's the whole workflow.When a scene needs more than a handful of clips β say hundreds of voice lines
Create CUA β turn one track or hundreds of clips into a single audio bundle (BGM, voice packs, SFX).
Extract Audio β open any audio .assetbundle, browse its clips, preview them, export them back out.
No Unity, no install β one self-contained .exe. Just run it.
Drag & drop β drop files or a whole folder; build a pack in seconds.
Compact by default β packaged size β your source size (no surprise 4Γ bloat).
Built-in player β preview every clip before you extract.
One-click normalize β even out loudness across clips.
Live size estimate β file count + estimated package size as you go.
4 languages β English / νκ΅μ΄ / ζ₯ζ¬θͺ / ηΉι«δΈζ.

Run AudioCuaStudio.exe.
Create: drag audio or a folder onto the left β name it + pick an output folder β Create CUA.
Extract: drag a .assetbundleonto the left β preview with
β Extract all.
AudioCuaStudio.exeβ the app (everything bundled in).
ffmpeg.exeβ reads/converts audio (official FFmpeg build; license included).
README.txt
- Drag a structured folder and its layout is kept inside the CUA. Organize big packs however you like β ambient, voice1/angry, voice2 β and the subfolder structure is preserved, not flattened.
- What you drag is what you get. The folder you drop becomes the top level, so it round-trips exactly. (Want to omit an outer wrapper? Just drag the inner folders instead.)
- Extract rebuilds the same tree on disk β the folder structure comes back exactly as it was packed.
- Tip: keep clip names unique across folders β VAM addresses clips by name, so the folders are for your organization.
- Both the Create and Extract lists now show your files grouped under folder headers, so large packs are easy to scan and navigate.
- Encoding now runs across all your CPU cores. Packing hundreds or thousands of clips (think full voice packs) is dramatically faster β wall-time scales with your core count instead of grinding one file at a time.
Compressed audio now plays cleanly in VAM. Some compressed clips could glitch or go silent (most noticeably on short clips / certain MP3s). Compressed output now uses Vorbis β Unity's native audio format β so it plays correctly with every audio loader.
Exact clip length. Fixed a case where some VBR MP3 sources produced a wrong clip length (clips getting cut short). Length is now read precisely from the audio.
Format selector β choose your output: Compressed (Vorbis, recommended) Β· Smaller Β· Uncompressed (PCM). Live size estimate updates as you pick.
Preview on the Create side too β play buttons next to each file before you build, just like the Extract side.
"Open folder when done" toggle β turn off the auto-opening Explorer window if you don't want it.
Contains executable files or external scripts. Ensure you trust the creator and apply your own security measures.