Unity spatial audio
Shapes Unity sound around distance, obstacles and the listener's movement. Keeps essential cues understandable across headphones, speakers and camera changes rather than relying on direction alone.
unity-spatial-audio
Agents using this skill
When is it useful?
Use it when distance, obstruction, reverb or camera changes make sound positioning misleading or essential events hard to hear.
What does it help you do?
- Defines attenuation, distance, source motion and listener ownership.
- Checks occlusion and reverb with bounded queries and smoothing.
- Preserves essential cues across headphones, speakers and accessibility settings.
Try asking this
Tune guard footsteps in a Unity corridor with doors and adjoining rooms. Compare attenuation, obstruction and reverb while moving and rotating the camera. Check headphones and stereo speakers, prevent duplicate listeners during a cutscene transition and ensure a critical nearby threat still has an understandable cue when its sound is muffled.
Detailed documentation
Read the skill’s original instructions, examples and checks in their authored language.
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Spatial Sound and Environmental Cues
Inspect target output/headphones, world scale, listener ownership, installed spatializer and the intended acoustic behavior. Spatial blend, panning, attenuation and HRTF spatialization are distinct controls.
- Define source dimensions and motion, distance range, rolloff and category. Verify attenuation at near/far boundaries; maxDistance is not a universal hard cutoff for every rolloff mode.
- Choose mono/stereo import and spread from the authored signal and playback purpose; do not globally force all audio to mono or assume every stereo effect needs an HRTF plugin.
- Coordinate listeners with camera/character changes and additive scenes. Check actual listener position/orientation and avoid accidentally hearing two competing world perspectives.
- Implement occlusion/reverb through the installed system with bounded scene queries and smoothing. A single ray or volume transition is an approximation; test doors, walls and multiple sources.
- Use Doppler and velocity updates deliberately for the target game and motion scale. Teleports, pooled reuse and mismatched update timing can produce unintended pitch shifts.
- Preserve essential gameplay cues across speaker/headphone and accessibility settings; position alone should not be the only way to understand a required event.
Listen while moving/rotating through representative scenes and check CPU/voice counts. Distinguish a simulated acoustic approximation from measured/approved spatial output.
Reference: Unity AudioSource and the installed spatializer documentation.
Included files 2
LICENSE.txtSKILL.md
