Unity audio performance
Diagnoses Unity sound dropouts under real gameplay load. Separates active voices, pooled source state, streaming readiness and audio processing cost before changing quality or concurrency limits.
unity-audio-runtime-performance
See how it helpsWhen is it useful?
Use it when sounds disappear, crackle or arrive late during busy gameplay despite apparently correct event calls.
What does it help you do?
- Measures audio CPU and audible versus virtual voice budgets.
- Bounds one-shots and resets pooled source state.
- Traces dropouts through loading, decoding, devices and DSP timing.
Try asking this
Profile a Unity battle with many enemies, repeated explosions and dialogue. Determine whether missing warning sounds come from voice limits, source reuse or late loading. Prioritize essential cues, reset reused sources and compare the same encounter before and after the change, including audible results and audio CPU cost.
Detailed documentation
Read the skill’s original instructions, examples and checks in their authored language.
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Audio Runtime Timing and Performance
Record Unity/audio stack version, target output, buffer settings and a representative worst-case encounter. Distinguish DSP work, decoding, streaming, source/voice management and main-thread scheduling.
- Attribute cost with supported Audio Profiler/device tools; profiling itself can add overhead. Compare identical voice counts, assets, output and scene conditions.
- Budget real and virtual voices by audible importance, distance and category. A missing sound may be a priority/virtualization issue rather than a failed gameplay event.
- Bound repeated one-shots and pooled sources, reset state on reuse and avoid per-event object creation where measurement shows churn.
- Use supported DSP scheduling for musical timing and measure end-to-end latency on the actual device where possible. Smaller buffers can trade latency for CPU and underrun risk.
- Trace dropouts through readiness, streaming/decode work, device changes and CPU contention. Do not hide a missed deadline by repeatedly restarting the clip.
- Keep audio callbacks free of unsupported main-thread Unity APIs, blocking I/O and avoidable allocation. Follow the installed middleware's threading contracts.
Verify dense overlapping events, transitions, pause/resume, output changes and sustained playback. Report listening observations, CPU/memory evidence and latency limitations honestly.
Reference: Unity Audio Profiler, using the project's Editor version.
Included files 2
LICENSE.txtSKILL.md
