Audio Setup
SkillMediaConfigure Unity audio with unity-cli. Use when the user asks to connect AudioClip import settings, AudioMixer groups and exposed volume, and AudioSource routing with Play Mode playback verification. Do not use for import settings alone; use `unity-asset-management`. For individual component edits use `unity-gameobject-edit`; for scene-only creation use `unity-scene-create`; for existing runtime tests or capture alone use `unity-playmode-testing`; for console or generic eval alone use `unity-editor-tools`.
Instructions available. Your AI can read the instructions. Execution depends on the setup they require.
Account requirements not reviewed. Check the skill instructions before use; ahel provides instructions and does not run this skill.
Add ahel to your AI once: Claude, ChatGPT, Cursor, Claude Code or Codex. Then ask it to use this.
Then ask your AI: use the Audio Setup skill
What this skill tells your AI
The instructions your AI receives, as published by akiojin/unity-cli in .claude-plugin/plugins/unity-cli/skills/unity-audio-setup/SKILL.md and read by ahel’s review.
With --output json, results use {success, command, data, errors, warnings}. Check the exit status and envelope success first; tool-result fields in this skill are relative to data. Read failure codes from errors[0].code; see unity-cli-usage for exit-code recovery.
Connect persistent clip import, mixer routing and source configuration to measured Play Mode state. Playback state proves engine playback, not audible speaker output.
Use When
- Configure an AudioClip, AudioMixer/Group/exposed Volume and AudioSource together.
- Verify that the saved source routes through the intended mixer and plays in Play.
- Diagnose a complete audio setup using import, listener, source and mixer state.
Do Not Use When
- Only edit import settings or refresh assets:
unity-asset-management. - Only change an existing component field:
unity-gameobject-edit. - Only create, load or save a scene:
unity-scene-create. - Only run runtime tests, enter Play or capture media:
unity-playmode-testing. - Only read console messages or run generic eval:
unity-editor-tools. - Implement DSP, custom importers or missing bridge operations: track separately.
Preferred Flow
- Follow runtime prerequisites. Pin the project and endpoint; record Editor/bridge versions, scene and initial Play state. Stop Play before persistent edits. Inspect the existing clip, mixer and source before choosing paths; preserve unrelated assets and dirty scenes.
- Follow audio authoring and verification. Use an existing licensed clip or an explicitly authorized generated test tone. Refresh assets, read its importer, then modify load type/compression for its use case. Read settings back after reimport; do not assume a requested value persisted.
- Use
manage_audio_mixerto create/reuse the mixer, add the named group and expose its Volume. Inspect the returned full group paths and parameter names before retrying mutations. Do not use internal-API reflection or write mixer YAML. - Inspect the target scene and object; create a missing source object with
create_gameobject(for example,{"name":"Music"}). Assign the imported AudioClip and the exact AudioMixerGroup to the AudioSource using existing component tools or public-APIeditor eval. Ensure one enabled AudioListener, active source, nonzero volume and suitable spatial blend. Save assets and scene; reload the saved scene and verify both references persisted. - Enter Play with
play_game, wait for readiness, then explicitly play the source if needed. SampleisPlaying,timeandtimeSamplesat two separated times; require active playback and progress, accounting for loop wrap. Confirm clip and mixer routing at runtime. A successful play command alone is insufficient. - Read back the exposed volume through
AudioMixer.GetFloat; if changing it in Play, record the previous value, checkSetFloat/GetFloatand restore it. Read console errors. Stop Play, then verify persistent asset/source settings again. Never save temporary Play changes as the intended authoring result. - Report versions, clip/import settings, mixer/group/parameter, saved scene, source settings, both playback samples and console status. Retain tool outputs and asset evidence. If capability is missing, link a separate issue instead of adding a workaround implementation here; audio authoring tools are owned by #431.
Examples
- "AudioClip を取り込み、Mixer 経由で AudioSource を再生して状態を確認して。"
- "Create a Music mixer group and exposed volume, route my clip and verify Play."
- "Only change this clip's compression" →
unity-asset-management. - "Only set this AudioSource's volume" →
unity-gameobject-edit.
Use the same explicit project/host/port on each command:
unity-cli raw manage_asset_import_settings --json '{"action":"modify","assetPath":"Assets/Audio/tone.wav","settings":{"loadType":"DecompressOnLoad","compressionFormat":"PCM"}}'
unity-cli raw manage_audio_mixer --json '{"action":"create","assetPath":"Assets/Audio/Music.mixer"}'
unity-cli raw manage_audio_mixer --json '{"action":"add_group","assetPath":"Assets/Audio/Music.mixer","parentGroup":"Master","name":"Music"}'
unity-cli raw manage_audio_mixer --json '{"action":"expose_parameter","assetPath":"Assets/Audio/Music.mixer","groupPath":"Master/Music","parameter":"Volume","parameterName":"MusicVolume"}'
unity-cli raw manage_audio_mixer --json '{"action":"get","assetPath":"Assets/Audio/Music.mixer"}'
unity-cli raw play_game --json '{}'
unity-cli raw stop_game --json '{}'
References
- Runtime checklist: connection and recovery.
- Audio workflow: saved references and measured playback.
Signals
- GitHub stars
- 106
- Forks
- 12
- Last commit
- Oct 2026
Advanced
- Item type
- skill
- Key
unity-audio-setup- Source
- github.com/akiojin/unity-cli