audio

Standardize Unity audio with mixer routing, snapshots, and pooled spatial SFX.

Updated May 6, 2026
One-click install
npx skills add https://github.com/BasarEkinci/memory-card-game --skill audio-basarekinci
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: audio
Source: https://github.com/BasarEkinci/memory-card-game/tree/main/.claude/skills/systems/audio
Command: npx skills add https://github.com/BasarEkinci/memory-card-game --skill audio-basarekinci

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

The Skill solves inconsistent, inefficient, and hard-to-manage game audio by standardizing mixer routing, snapshot transitions, sound playback patterns, and platform-friendly performance practices.

Core Features & Use Cases

  • AudioMixer volume control & snapshots: Set exposed mixer parameters (e.g., Master/Music/SFX/Voice) and blend acoustic environments using snapshots for transitions.
  • Playback patterns (SFX vs music): Use PlayOneShot for one-shot effects and control music playback using a dedicated pattern (including crossfades).
  • AudioSource pooling & spatial audio: Reuse pooled AudioSources for spatial 3D SFX to avoid runtime allocations and reduce voice-pressure; configure spatialBlend, distance settings, and custom rolloff curves.
  • Platform compression & load strategy: Recommend PCM/ADPCM/Vorbis choices and load types (Decompress On Load, Compressed In Memory, Streaming) to balance CPU, memory, and latency.
  • Advanced mixing techniques: Add send effects (reverb/delay buses) and use ducking (sidechain compression) so music automatically lowers during voice/dialogue.
  • Scheduling & advanced playback: Use DSP-time scheduling for beat-accurate transitions and gapless looping, plus procedural SFX strategies like pitch/volume randomization.

Quick Start

Use the audio skill to design your Unity AudioMixer groups, snapshots, and pooled 3D SFX pipeline for consistent volume control and performance across platforms.

Frequently Asked Questions about audio

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I set up Unity AudioMixer groups and snapshots for transitions?

Configure Unity AudioMixer groups by exposing Master, Music, SFX, and Voice volume parameters, then blend acoustic environments using snapshots for transitions. This standardizes volume control and enables smooth crossfading or ducking between different audio states during gameplay.

How do I stop runtime allocations when playing spatial 3D SFX in Unity?

To stop runtime allocations when playing spatial 3D SFX, use AudioSource pooling to reuse existing sources instead of instantiating new ones. Configure spatialBlend, distance settings, and custom rolloff curves on pooled sources to reduce voice pressure and optimize performance.

What is the best way to crossfade music and duck volume during dialogue in Unity?

The best way to crossfade music and duck volume during dialogue is using AudioMixer snapshots alongside sidechain compression. Route audio through send effects like reverb buses to automatically lower music tracks when voice dialogue audio is active.

When should I use PCM, ADPCM, or Vorbis compression for Unity audio?

Choose PCM, ADPCM, or Vorbis compression based on your platform needs for balancing CPU, memory, and latency. Combine these with appropriate load types like Decompress On Load, Compressed In Memory, or Streaming to optimize performance across target platforms.

How do I schedule gapless looping and beat-accurate audio transitions in Unity?

To schedule gapless looping and beat-accurate audio transitions in Unity, use DSP-time scheduling for precise playback timing. This performance-safe practice ensures transitions align accurately with game events without audio glitches or timing drift.

Does Unity audio pooling work with custom rolloff curves and 3D distance settings?

Yes, Unity audio pooling works with custom rolloff curves and 3D distance settings. Pooled AudioSources can fully configure spatialBlend, distance parameters, and cone shapes for spatial SFX behavior while avoiding runtime allocations and reducing voice pressure.