Sound in a game is more than just a sound file. It can help with atmosphere, make a level more interesting and less repetitive, and help set the mood. For that, we need some way to package sound with some intelligence, too. Not much, but enough to control the sound dynamics. Instead of a monolithic sound manager, Dragica used finite state machines to control sound sets to form intelligent sound bubbles. They are easy to place in a level or add to an object. It was especially easy in Unity with the use of prefabs, which the level designer can place where needed. Some parameters that are specific to this bubble can be set directly in Unity, like volume and size. Sound sets and parameters are defined in an XML and can be easily managed and refined. The talk is about the general principle of intelligent sound bubbles and is not Unity specific.