Drag a structured folder and its layout is kept inside the CUA. Organize big packs however you like — ambient, voice1/angry, voice2 — 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 — the folder structure comes back exactly as it was packed.
Tip: keep clip names unique across folders — VAM addresses clips by name, so the folders are for your organization.
Grouped file lists
Both the Create and Extract lists now show your files grouped under folder headers, so large packs are easy to scan and navigate.
Much faster on big batches
Encoding now runs across all your CPU cores. Packing hundreds or thousands of clips (think full voice packs) is dramatically faster — wall-time scales with your core count instead of grinding one file at a time.
Still one download, still zero-install. Unzip and run.
Thanks to @DrRagon for the hierarchical-storage idea and for pushing on build speed for large libraries — both landed in this release.
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 — Unity's native audio format — 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.
New
Format selector — choose your output: Compressed (Vorbis, recommended) · Smaller · Uncompressed (PCM). Live size estimate updates as you pick.
Preview on the Create side too — play buttons next to each file before you build, just like the Extract side.
"Open folder when done" toggle — turn off the auto-opening Explorer window if you don't want it.
Still one download, still zero-install — unzip and run. (The Vorbis encoder is bundled in, so there's nothing extra to set up.)
Huge thanks to @cyberdelique— who not only reported the compressed-audio issue but went the extra mile and packaged up debug sample files (working vs. non-working) that pinpointed the exact cause. That made this fix possible. Plus both UX additions above were his suggestions. Legend.