unity-audiolisted
Install: claude install-skill TheArcForge/hades-plugin
# Unity Audio Systems
Guidance for architecting audio in Unity 6: centralized vs distributed approaches, AudioMixer group hierarchies, ScriptableObject-driven event audio, spatial audio configuration, music crossfading, and sound pooling for high-frequency effects.
## When to Apply
Activate when the conversation involves:
- Adding a first audio system to a project (what architecture to start with)
- Deciding how SFX should be triggered from gameplay code (direct call vs event channel)
- Setting up AudioMixer groups, snapshots, or send/receive effects
- Implementing music that transitions between tracks or layers adaptively
- Configuring 3D spatial audio: rolloff curves, reverb zones, occlusion
- Pooling audio sources for rapid-fire sounds (gunshots, footsteps)
- Mixing and volume control including accessibility (separate sliders for Music/SFX/UI)
Do NOT activate for visual effects triggered alongside audio, animation state that happens to play a sound, or UI layout for volume sliders — those go to `hades:unity-vfx`, `hades:component-design`, or `hades:unity-ui`.
## Project Context Check
Before making recommendations:
1. **Check existing audio usage in the graph:**
- Call `graph_query(edgeKind: "references", edgeTargetNamePattern: "AudioSource", edgeTargetKind: "Class")` — count how many objects carry AudioSource directly; if many, the project likely uses a distributed model
- Call `search_by_name("*Mixer*")` — detect whether an AudioMixer asset already exists; if