audio-systems
24
总安装量
15
周安装量
#15780
全站排名
安装命令
npx skills add https://github.com/pluginagentmarketplace/custom-plugin-game-developer --skill audio-systems
Agent 安装分布
claude-code
14
gemini-cli
11
opencode
11
antigravity
10
codex
10
cursor
10
Skill 文档
Audio & Sound Systems
Audio Architecture
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â GAME AUDIO PIPELINE â
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â SOURCES: SFX | Music | Voice | Ambient â
â â â
â MIDDLEWARE: Wwise / FMOD / Engine Audio â
â â â
â PROCESSING: 3D Spatial | Reverb | EQ | Compression â
â â â
â MIXING: Master â Submixes â Individual Tracks â
â â â
â OUTPUT: Speakers / Headphones (Stereo/Surround/Binaural) â
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Audio Programming
Unity Audio Manager
// â
Production-Ready: Audio Manager
public class AudioManager : MonoBehaviour
{
public static AudioManager Instance { get; private set; }
[System.Serializable]
public class SoundBank
{
public string id;
public AudioClip[] clips;
[Range(0f, 1f)] public float volume = 1f;
[Range(0.1f, 3f)] public float pitchVariation = 0.1f;
}
[SerializeField] private SoundBank[] _soundBanks;
[SerializeField] private int _poolSize = 20;
private Dictionary<string, SoundBank> _bankLookup;
private Queue<AudioSource> _sourcePool;
private void Awake()
{
if (Instance != null) { Destroy(gameObject); return; }
Instance = this;
DontDestroyOnLoad(gameObject);
InitializePool();
BuildLookup();
}
public void PlaySound(string id, Vector3 position)
{
if (!_bankLookup.TryGetValue(id, out var bank)) return;
if (bank.clips.Length == 0) return;
var source = GetPooledSource();
source.transform.position = position;
source.clip = bank.clips[Random.Range(0, bank.clips.Length)];
source.volume = bank.volume;
source.pitch = 1f + Random.Range(-bank.pitchVariation, bank.pitchVariation);
source.Play();
StartCoroutine(ReturnToPool(source, source.clip.length));
}
private AudioSource GetPooledSource()
{
if (_sourcePool.Count > 0) return _sourcePool.Dequeue();
return CreateNewSource();
}
private void InitializePool() { /* ... */ }
private void BuildLookup() { /* ... */ }
private AudioSource CreateNewSource() { /* ... */ }
private IEnumerator ReturnToPool(AudioSource s, float delay) { /* ... */ }
}
FMOD Integration
// â
Production-Ready: FMOD Event Player
public class FMODEventPlayer : MonoBehaviour
{
[SerializeField] private FMODUnity.EventReference _eventRef;
private FMOD.Studio.EventInstance _instance;
private bool _isPlaying;
public void Play()
{
if (_isPlaying) Stop();
_instance = FMODUnity.RuntimeManager.CreateInstance(_eventRef);
_instance.set3DAttributes(FMODUnity.RuntimeUtils.To3DAttributes(transform));
_instance.start();
_isPlaying = true;
}
public void SetParameter(string name, float value)
{
if (_isPlaying)
_instance.setParameterByName(name, value);
}
public void Stop(bool allowFadeout = true)
{
if (!_isPlaying) return;
_instance.stop(allowFadeout
? FMOD.Studio.STOP_MODE.ALLOWFADEOUT
: FMOD.Studio.STOP_MODE.IMMEDIATE);
_instance.release();
_isPlaying = false;
}
private void OnDestroy() => Stop(false);
}
Spatial Audio
3D AUDIO CONFIGURATION:
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â ATTENUATION CURVES: â
â â
â Volume âââââââââââââ â
â â ââââ â
â â ââââ â
â â ââââ â
â ââââââââââââââââââââââââââââ Distance â
â 0m 10m 30m 50m â
â â
â Min Distance: 1m (full volume) â
â Max Distance: 50m (inaudible) â
â Rolloff: Logarithmic (realistic) â
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Music Systems
Adaptive Music State Machine
MUSIC STATE TRANSITIONS:
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â â
â [EXPLORATION] ââââââââââââ [TENSION] â
â â â â
â â â â
â [DISCOVERY] [COMBAT] â
â â â
â â â
â [VICTORY] / [DEFEAT] â
â â
â Transition Rules: â
â ⢠Crossfade on beat boundaries â
â ⢠2-4 bar transition windows â
â ⢠Intensity parameter controls layers â
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Mixing Guidelines
| Bus | Content | Target Level |
|---|---|---|
| Master | Final mix | -3dB peak |
| Music | BGM, Stingers | -12dB to -6dB |
| SFX | Gameplay sounds | -6dB to 0dB |
| Voice | Dialogue, VO | -6dB to -3dB |
| Ambient | Environment | -18dB to -12dB |
ð§ Troubleshooting
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â PROBLEM: Audio popping/clicking â
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â SOLUTIONS: â
â â Add fade in/out (5-10ms) â
â â Check sample rate mismatches â
â â Increase audio buffer size â
â â Use audio source pooling â
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â PROBLEM: Too many simultaneous sounds â
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â SOLUTIONS: â
â â Implement voice limiting per category â
â â Priority system (important sounds steal) â
â â Distance-based culling â
â â Virtual voices (middleware feature) â
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â PROBLEM: Music transitions are jarring â
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â SOLUTIONS: â
â â Align transitions to musical bars â
â â Use crossfades (1-4 seconds) â
â â Prepare transition stingers â
â â Match keys between sections â
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Optimization
| Platform | Max Voices | Compression | Streaming |
|---|---|---|---|
| Mobile | 16-32 | High (Vorbis) | Required |
| Console | 64-128 | Medium | Large files |
| PC | 128-256 | Low | Optional |
Use this skill: When implementing audio, designing sound, or composing music.