NeoFPS has a number of audio systems for specific cases. Some are specific or important to first person shooter games, while others are features that are missing from Unity and have had simple versions implemented in order to provide a more complete game experience out of the box.
In first person games, more than any other genre, footsteps are an important part of the immersive experience. NeoFPS uses a number of tools that tie footsteps to the character motion states and give designers full control over how the character's feet interact with the world.
NeoFPS has a customisable system that allows code and events to trigger character specific audio clips. The clips are identified using generated constants, which allows developers to expand the availabe clips with ease.
NeoFPS has a simple in-development system for identifying surfaces (LINK). The SurfaceAudioData ScriptableObject is used in a number of places throughout NeoFPS to specify audio for things such as footsteps, bullet hits and slides.
The ClipSetContactAudioHandler MonoBehaviour is a simple component that can be added to physics objects in order to play audio on collisions. The audio is picked at random from a set of valid clips. You can also use a SurfaceContactAudioHandler MonoBehaviour which uses the surface system to pick the correct audio to play.