← ClaudeAtlas

unity-audiolisted

Use when implementing audio systems — audio manager architecture, AudioMixer setup, spatial audio, event-driven audio, music systems, and sound effect management patterns.
TheArcForge/hades-plugin · ★ 3 · AI & Automation · score 70
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