Unity Intercom

Unity Intercom

Share

04/29/2026

🚀 New Feature Now Available for Connect Pro Subscribers!

Big upgrade alert! We’ve added 128 Channels of incoming and outgoing audio—giving you even more flexibility and power for your communications.

🔊 What’s New:
• Up to 128 Channels of audio (both incoming and outgoing)
• Enhanced performance for large-scale intercom workflows
• Available exclusively with Connect

🎉 Current Subscribers:
If you're already a Connect Pro subscriber, you’ll receive this upgrade at no additional cost.
**Current subscribers renewal price will reflect the new pricing.

⚠️ Important:
To enable expanded two-way (incoming and outgoing) channel functionality, each system must have its own Connect Pro subscription.

đź’ˇ New Connect Pro Pricing:
• $249.99/year or $24.99/month

12/14/2023

Unity Cloud is now available in both Standard and Pro subscription options!
Features found only in Unity Cloud Pro:
-AES256-GCM encryption
-Priority channel ducking for true IFB support
-Individual party-line channel volume control
-And more features to come!

Check out Cloud Pro today, or contact Unity Intercom at either [email protected] or call us at 888-225-8054 for more information on upgrading your account!

09/08/2023

Hardware 'Near Real-Time' IFB feature now available for all Unity Pro subscribers!

This will enable you to implement the following:

1. Connect RF in-ear monitors for a local IFB mix. Great for small on-air studio talent situations.
2. Connect announcer boxes with IFB. You can connect the talkback out and headset in from Unity to a standard inexpensive announcer box (such as a Whirlwind THS 1M or similar).
3. Allows for dial-in users using inexpensive call devices, such as the JK Audio AutoHybrid or innkeeper LTD.
4. Control soundboard microphone IFB activation of the hardware IFB.

A few notes about this feature:

-Audio delay will be either 10ms or 5ms, depending on the Advanced - Ultra Low Latency Mode setting in the server.
-This is only for hardware (direct-attached IFB applications). Unity client IFB works the same as always.
-It is important that the in and out audio devices either be the same device, or use the same audio clock source. To get the low latency path, we have to pass input to output directly without buffering. If you have separate devices, you can accomplish this by using Loopback in between Unity and the actual devices, since Loopback devices use a common clock.
-For more advanced talent interface operations (talkback panels, automix, multi-location town-hall talent, etc.) check out our Broadcast Station product.

A brief explanation of the new fields follows:

-The IFB Input specifies the audio device input that has the 'program feed' or mix-minus source, generally coming directly from a soundboard.
-The IFB Level specifies the volume level for the IFB Input, as passed to the Output (specified in Output Number). It bypasses the Output Level setting, which is for Unity Client user audio just like always.
-The IFB Duck specifies how much to duck the IFB Input by when traffic occurs on the party line (generally from Unity Clients).
-The In Ducks checkbox indicates whether activity sensed on the audio specified in 'Input Number' causes the hardware IFB to duck, in addition to any Unity Client activity. If this is off, the incoming audio on 'Input Number' will not cause the IFB to duck.

02/27/2023

Unfortunately our building was hit in the path of the Norman tornado last night. We are all safe and working remote!

Want your business to be the top-listed Computer & Electronics Service in Norman?
Click here to claim your Sponsored Listing.

Telephone

Address


1831 East Imhoff Road Suite 200
Norman, OK
73071

Opening Hours

Monday 8am - 4pm
Tuesday 8am - 4pm
Wednesday 8am - 4pm
Thursday 8am - 4pm
Friday 8am - 4pm