t1k:unity:audio:core
| Field | Value |
|---|---|
| Module | audio |
| Version | 2.1.7 |
| Effort | medium |
| Tools | — |
Keywords: audio, mixer, sound, unity audio
How to invoke
Section titled “How to invoke”/t1k:unity:audio:coreUnity 6000.3.x Audio System
Section titled “Unity 6000.3.x Audio System”AudioSource — Quick Reference
Section titled “AudioSource — Quick Reference”audioSource.Play(); // Start playbackaudioSource.PlayOneShot(clip); // Play without stopping currentaudioSource.spatialBlend = 1f; // 0=2D, 1=full 3DaudioSource.outputAudioMixerGroup = sfxGroup; // Route to mixerKey properties: volume (0–1), pitch (0.5–2), loop, minDistance, maxDistance, rolloffMode
→ See references/audio-api.md for full API, AudioListener, AudioMixer, and AudioClip loading.
AudioMixer — Quick Reference
Section titled “AudioMixer — Quick Reference”mixer.SetFloat("SFXVolume", -10f); // dB scale (-80 to 0)paused.TransitionToAtTime(0.5f); // Snapshot blendaudioSource.outputAudioMixerGroup = sfxGroup;Structure: Master → child groups, each with effects chain (reverb, EQ, compressor).
Ducking: Add Attenuation to quiet group, link to loud group’s parameter.
Spatial Audio Setup
Section titled “Spatial Audio Setup”- Place
AudioListeneron main camera (exactly one per scene) - Set
spatialBlend = 1.0fon AudioSource for full 3D - Configure
rolloffMode: Logarithmic (realistic), Linear (precise), Custom (curve)
→ See references/audio-api.md for Doppler, attenuation curves, and spectrum analysis.
Music & Pooling
Section titled “Music & Pooling”→ See references/music-and-pooling.md for crossfade, layered music, snapshots, and object pool.
Performance Tips
Section titled “Performance Tips”- Pool short SFX; limit to max 32 SFX + 2 music sources simultaneously
- Compress clips (MP3/Vorbis); stream music (>2 min clips)
- Streaming for music: Set
Compression Format = Streaming (VAD)in AudioClip importer
Gotchas
Section titled “Gotchas”- AudioSource.Play() on disabled GO: Calling
Play()on an AudioSource whose GameObject is inactive does nothing silently. Ensure GO is active first - Mixer snapshot transitions:
TransitionTo(0f)is not instant — it still takes one audio thread tick. UseTransitionTo(0.01f)for near-instant, or set exposed parameters directly - 3D spatial blend ignored:
spatialBlend = 1.0fhas no effect without anAudioListenerin the scene. Exactly one listener must exist (typically on the main camera)
Related Skills & Agents
Section titled “Related Skills & Agents”unity-addressables— Loading audio clips on demandunity-scene-management— Persistent audio across scenesunity-mobile— Audio memory optimizationunity-profiling— Audio performance analysis
Reference Files
Section titled “Reference Files”| File | Contents |
|---|---|
references/audio-api.md | AudioSource, AudioListener, AudioMixer, AudioClip API |
references/music-and-pooling.md | Music patterns, sound pool, gotchas |