What problem does it solve? Shared game audio in Unity breaks when every minigame wires its own sounds: footsteps play the wrong surface, UI buttons stay silent after screens are rebuilt, and trap sounds never get attached. This Skill centralizes the common audio layer in Core so all fifteen minigames sound consistent. ## Core Features & Use Cases - Surface markup for footsteps: Tag scene geometry with SurfaceAudio so footsteps match carpet, wood, concrete, metal, grass, gravel, or snow via the automated markup pass. - Trap and UI sound wiring: Attach TrapAudio to doors, collapsing floors, and levers, and run the editor pass that adds UiAudio and UiButtonSound to every rebuilt screen. - Use Case: After adding a new scene to the project, register it in SurfaceMarkPass.ByScene, run the surface markup and UI sound menu commands, then verify in play mode that footstep slots reserve correctly with no missing-slot warnings. ## Quick Start Ask the assistant to mark up the surfaces of the current Unity scene and wire the interface sounds, then verify the audio slots in play mode.