sfx-core

Configures shared Unity audio for footsteps, traps, and UI across fifteen minigames.

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

SYSTEM DOCUMENTATION & REQUIREMENTS

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.

Frequently Asked Questions about sfx-core

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

FAQPage Schema
How do I add footstep sounds per surface in Unity?

Attach a SurfaceAudio component to scene geometry that has a collider and select the matching SurfaceKind. The footstep system measures traveled distance and looks up the surface marker upward in the hierarchy from the collider under the character's feet.

How to wire UI button sounds in Unity editor-built screens?

Run the editor menu pass that creates a UiAudio object with the Core/UI library and adds UiButtonSound to every button. Re-run it after each screen rebuild, then manually assign back, error, toggle, slider, and tab sounds.

Why do footsteps play the wrong surface sound in my scene?

Unmarked geometry defaults to concrete, so carpet or grass areas sound wrong until tagged. Also verify the SurfaceAudio marker sits on an object with a collider, since the lookup starts from the collider under the feet.

Can I trigger footstep sounds from animation events in Unity?

No, the run animation clips are frozen and must not be edited. Footsteps are triggered by distance traveled instead, which keeps timing consistent without touching any clip.

What network events are safe for trap sounds in multiplayer Unity?

Only attach sounds to events raised on every machine, such as replicated knockdowns or trap state changes like DoorTrap.ClosedChanged. Events raised only on the acting client will not play for other players, and custom RPCs for audio are not allowed.