What problem does it solve? A finished Unity minigame (framework, networking, and art complete) still has no sound, and wiring audio incorrectly means only the initiating player hears it. This Skill guides Phase 5 of the minigame pipeline: matching game events to delivered sound slots, building the audio library, and attaching a stateless audio component so every networked participant hears the game. ## Core Features & Use Cases - Event-to-slot mapping: Builds a table of game events versus delivered sound slots, producing a gap list for the audio supplier in both directions (missing sounds and unused clips). - Manifest and library assembly: Maintains docs/art/<game>-sfx.json with slot id, file, loop, spatial, and volume fields, then builds the sound library and reports silent slots as supplier orders. - Networked audio binding: Creates a <Game>Audio.cs component with no own state and no RPCs, hooked only to replicated state and events raised on every machine, using the shared Core/Audio API (Play, PlayAt, StartLoop, SetLoopLevel, AddLibrary). - Use Case: After the Memory Run minigame passes Phases 2-4, use this Skill to wire its delivered clips to round-phase and landing events so all players hear the game, and hand the remaining silent slots back as a supplier order. ## Quick Start Run the mg-sound skill with the minigame name to bind its delivered sounds to networked game events and verify all players hear them.