Unity interactive audio
Connects Unity gameplay events to sound with explicit ownership, timing and cancellation. Prevents repeated events or reused sources from playing duplicate cues or sounds belonging to an old scene.
unity-interactive-audio
See how it helpsWhen is it useful?
Use it when sounds replay unexpectedly, ignore user volume or outlive the action or scene that created them.
What does it help you do?
- Defines sound identity, ownership, routing and cancellation.
- Prevents duplicate playback from prediction, retries or restored events.
- Coordinates listener lifetime, pooled sources and device changes.
Try asking this
Add sound to a predicted Unity dash ability. Play the accepted cue once, handle a server rejection and stop the owned loop if the character dies or changes scene. Repeat the action with a pooled source and verify volume routing, listener ownership and the absence of a previous dash's lingering sound.
Detailed documentation
Read the skill’s original instructions, examples and checks in their authored language.
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Interactive Audio Integration
Inspect Unity version, installed middleware, output devices, audio settings, mixer hierarchy and gameplay event flow. Preserve the existing stack and distinguish authored sound assets from playback logic.
- Define event identity, source ownership, category, priority, spatial position, variation and cancellation. Avoid replaying a sound twice when an event is predicted, retried or restored from a save.
- Route playback deliberately to the existing mixer/bus structure. Preserve user category/mute preferences through scene changes and temporary effects.
- Bound simultaneous voices and source pools; reset clips, routing, spatial parameters and callbacks on reuse. A source from an old lifetime must not affect a later one.
- Coordinate listener ownership across cameras/scenes. Check pause/time-scale, background/resume, scene unload and output-device changes with the installed APIs.
- Use DSP scheduling for timing-sensitive transitions when needed. Render-frame timing and a delayed coroutine are not sample-accurate synchronization.
- Listen on representative outputs and inspect Audio Profiler evidence. Compilation and waveform metadata do not prove audible clarity or seamless transitions.
Report audible intent, routing, changed assets/settings and the exact playback/profiling evidence. Asset purchases, generation services and plugin installation require authorization.
Reference: Unity audio, matched to the installed version.
Included files 2
LICENSE.txtSKILL.md
