mg-sound

Binds delivered audio clips to networked minigame events in Unity via manifest and audio component.

1|Updated Jul 29, 2026
One-click install
npx skills add https://github.com/Bornqazaq/sleepover --skill mg-sound-bornqazaq
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: mg-sound
Source: https://github.com/Bornqazaq/sleepover/tree/main/.claude/skills/mg-sound
Command: npx skills add https://github.com/Bornqazaq/sleepover --skill mg-sound-bornqazaq

SYSTEM DOCUMENTATION & REQUIREMENTS

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.

Frequently Asked Questions about mg-sound

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

FAQPage Schema
How do I add sound to a networked Unity minigame?

Map game events to delivered sound slots in a manifest, build the audio library, then attach a <Game>Audio.cs component that hooks replicated events using the shared Core/Audio API like Play, PlayAt, and StartLoop. Never create new RPCs just for sound.

Why does only the initiating player hear the game sound in Unity?

Hearing sound only locally means the audio is bound to a local field or server-only event, which is a binding error, not a sound problem. Rebind to replicated state or events raised on every machine so the sound triggers for all participants.

What events should I attach sounds to in a multiplayer game?

Attach sounds to replicated state such as round phase, turn, and score, or to events declared on every machine like TrapBase.Fired. Avoid server-only events, local fields, and button presses visible only to the presser.

Should every game event have a sound effect?

No. Sounds that reveal hidden information should be skipped, such as a 'you guessed right' cue in a game built on visual information gathering. Before binding a sound, check whether it leaks something the player should not know.

What do I do with sound slots that have no delivered clip?

Silent slots are supplier orders, not errors. The manifest lists everything the game needs; report the silent slots to the user as a request list, and the phase only closes when no silent slots remain.