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t1k:unity:audio:core

FieldValue
Moduleaudio
Version2.1.7
Effortmedium
Tools

Keywords: audio, mixer, sound, unity audio

/t1k:unity:audio:core

audioSource.Play(); // Start playback
audioSource.PlayOneShot(clip); // Play without stopping current
audioSource.spatialBlend = 1f; // 0=2D, 1=full 3D
audioSource.outputAudioMixerGroup = sfxGroup; // Route to mixer

Key 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.

mixer.SetFloat("SFXVolume", -10f); // dB scale (-80 to 0)
paused.TransitionToAtTime(0.5f); // Snapshot blend
audioSource.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.

  1. Place AudioListener on main camera (exactly one per scene)
  2. Set spatialBlend = 1.0f on AudioSource for full 3D
  3. Configure rolloffMode: Logarithmic (realistic), Linear (precise), Custom (curve)

→ See references/audio-api.md for Doppler, attenuation curves, and spectrum analysis.

→ See references/music-and-pooling.md for crossfade, layered music, snapshots, and object pool.

  • 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
  • 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. Use TransitionTo(0.01f) for near-instant, or set exposed parameters directly
  • 3D spatial blend ignored: spatialBlend = 1.0f has no effect without an AudioListener in the scene. Exactly one listener must exist (typically on the main camera)
  • unity-addressables — Loading audio clips on demand
  • unity-scene-management — Persistent audio across scenes
  • unity-mobile — Audio memory optimization
  • unity-profiling — Audio performance analysis
FileContents
references/audio-api.mdAudioSource, AudioListener, AudioMixer, AudioClip API
references/music-and-pooling.mdMusic patterns, sound pool, gotchas