audio

audio is a skill for Claude Code, Codex from AlexeyPerov/Unity-Open-MCP. It costs 0 tokens per session (1,709 once invoked), scanned A, original, MIT.

A Unity audio control skill for coding agents, using the Unity Editor connection provided by unity-open-mcp. It works with audio sources, listeners, mixers, and mixer groups.

In plain words
What is it for?
Adding or modifying AudioSource components, controlling audio listeners, and managing AudioMixer settings and groups in an open Unity project.
Why use it?
It lets an agent change and inspect Unity audio through project tools instead of requiring manual Editor work. The audio tools must be activated before use.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Adding or modifying AudioSource components, controlling audio listeners, and managing AudioMixer settings and groups in an open Unity project.

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Install with agentmods
npx agentmods add skills/alexeyperov/unity-open-mcp/audio
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add AlexeyPerov/Unity-Open-MCP --skill audio
Clone the repo
git clone --depth 1 https://github.com/AlexeyPerov/Unity-Open-MCP

Made for: Claude Code, Codex.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for audio

README.md
[![agentmods](https://agentmods.dev/badge/skills/alexeyperov/unity-open-mcp/audio.svg)](https://agentmods.dev/skills/alexeyperov/unity-open-mcp/audio)
Your own site
<a href="https://agentmods.dev/skills/alexeyperov/unity-open-mcp/audio"><img src="https://agentmods.dev/badge/skills/alexeyperov/unity-open-mcp/audio.svg" alt="Measured on agentmods" height="20"></a>
Per session 0 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,709 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00000 $0.01709
Opus 5 $0.00000 $0.00855
Sonnet 5 $0.00000 $0.00342
Haiku 4.5 $0.00000 $0.00171

Measured 7d ago against content hash 1e1499fd5e4e, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-07, from the pricing page.

Security

Grade A, and why

audio scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 7d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

skills/extensions/audio/SKILL.md · 134 lines

How it starts

The opening of the file, as written. The whole thing — 134 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity Open MCP — Audio Extension

Skill for AI agents driving Unity audio (AudioSource / AudioListener / AudioMixer) in a project through the unity-open-mcp MCP server.

This domain is embedded in the bridge and opt-in. Its tools use the built-in audio module (AudioSource / AudioListener / AudioMixer / AudioMixerGroup from UnityEngine.AudioModule) — no Unity package install is required, and they compile into every bridge build. Its tool group is hidden from ListTools until the connected session activates it.

Preconditions

  • Unity Editor is open with the target project.
  • unity_open_mcp_ping returns connected: true.
  • The audio tool group is activated — call unity_open_mcp_manage_tools(action="activate", group="audio") before invoking any audio tool. Fresh sessions start with two default-on groups (core and gate-and-verify); activate the other groups you need on demand. Because audio is built-in, capabilities always reports the audio group as available: true (no domainDefine).

Tool prefixes

Two prefixes share the audio group:

  • unity_open_mcp_audio_source_* — AudioSource add + typed modify.
  • unity_open_mcp_audio_mixer_* — AudioMixer exposed-parameter set + get.
  • unity_open_mcp_audio_listener_get — AudioListener read (read-only).

Mutating tools accept the standard paths_hint and run the full gate path; read-only tools (audio_listener_get, audio_mixer_get_parameter) are gate-free.

Canonical workflow: an audio source

  1. Discoverunity_open_mcp_component_list_all (filter AudioSource) or unity_open_mcp_gameobject_find to locate existing sources. Address any host by instance_id > path > name.
  2. Add a sourceunity_open_mcp_audio_source_add on a GameObject. Set clip_path (Assets/.../*.wav), volume (0-1, default 1), pitch (default 1), loop (default true), play_on_awake (default true), spatial_blend (0=2D, 1=3D, default 0), spatialize, and 3D min_distance / max_distance. Returns the source state. Idempotent — re-using an existing AudioSource reports added:false.
  3. Tune itunity_open_mcp_audio_source_modify for the common fields (clip_path, volume, pitch, loop, play_on_awake, spatial_blend, spatialize, min_distance, max_distance, doppler_level, spread). Each field is optional — omit to leave unchanged.
  4. Route to a mixer group — pass mixer_group_path (an Assets/.../*.mix asset path) to audio_source_modify to bind AudioSource.outputAudioMixerGroup to the mixer's first group. Pass clear_mixer_group: true to unbind.

Read the full file on GitHub · 134 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 7d ago First seen · 134 lines · 0 tokens per session scan A 1e1499fd5e4e

Subscribe to this mod's changes

audio is a skill published in the GitHub repository AlexeyPerov/Unity-Open-MCP (12 stars, last pushed 10d ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 1,709 tokens. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.

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