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Skill · Version 1.0.0

Unity mixers and adaptive music

Organizes Unity audio categories and music transitions while preserving the player's volume preferences. Separates temporary combat or dialogue mixing from persistent settings and schedules musical changes deliberately.

unity-audio-mixers-music

Agents using this skill

See how it helps

When is it useful?

Use it when dialogue ducking, music layers or transitions must coexist with user settings and rapid game-state changes.

What does it help you do?

  • Separates player volume preferences from temporary mix automation.
  • Routes categories with correct gain units and genuine mute.
  • Schedules stems or segments on musical boundaries with cancellation.

Try asking this

Build a Unity mix where dialogue lowers combat effects and exploration music transitions into battle music on a beat. Test rapidly entering and leaving combat, pausing and changing the master volume. Temporary fades must not overwrite saved preferences, and cancelled transitions must not leave an extra music layer playing.

Detailed documentation

Read the skill’s original instructions, examples and checks in their authored language.

Details…Show less

Mixers and Adaptive Music

Inspect the current mixer/middleware, exposed parameters, source routing and musical structure. Define how gameplay intensity and player settings combine.

  • Separate stable player category gain from temporary ducking/snapshot/music automation. Returning from a transition must not erase the user's chosen volume.
  • Use the documented linear-versus-decibel semantics and provide a real mute path. Choose gain curves from intended control behavior; avoid passing a raw slider value as dB by accident.
  • Route voice, music, effects, ambience and UI according to the project's needs. Verify actual outputs so unassigned sources do not bypass category controls.
  • For ducking, define trigger, attack/release and priority, checking overlapping dialogue and effects. Use the existing mixer's supported sends/effects or a clearly owned automation layer.
  • Choose vertical stems, horizontal segments or a hybrid for adaptive music. Define musical boundaries and schedule against the supported audio clock, including preload and crossfade behavior.
  • Handle rapid state changes, pause, scene handoff and cancellation without duplicated loops or abandoned sources. Preserve headroom and listen on intended devices.

Verify menu volume persistence, overlapping duck requests, repeated combat/exploration transitions and musical alignment. Loudness targets depend on project/platform requirements; copied example constants are not universal standards.

Reference: Unity AudioMixer. Upstream engine-neutral examples must be adapted to the installed audio stack.

Included files 2

  • LICENSE.txt
  • SKILL.md