unity-audio

unity-audio is a skill for Claude Code from TheArcForge/Hades. It costs 30 tokens per session (5,968 once invoked), scanned A, original, MIT.

A guide for adding and organizing sound in Unity games. It covers music, sound effects, 3D positional audio, volume mixing, and the code patterns that trigger sounds.

In plain words
What is it for?
Use it to design an audio manager, organize mixer groups, trigger sounds through events, crossfade music, configure 3D sound, and reuse audio sources for frequent effects.
Why use it?
It helps prevent audio logic from being spread throughout gameplay code and makes large numbers of repeated sounds easier to manage. It also helps keep music, effects, and interface sounds separately controllable.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the hades plugin — 22 skills, 6 commands shipped together

Good fit Use it to design an audio manager, organize mixer groups, trigger sounds through events, crossfade music, configure 3D sound, and reuse audio sources for frequent effects.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/thearcforge/hades/unity-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 TheArcForge/Hades --skill unity-audio
Clone the repo
git clone --depth 1 https://github.com/TheArcForge/Hades

Made for: Claude Code.

Or install hades, the plugin that ships this one along with the rest of its 22 skills, 6 commands.

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 unity-audio

README.md
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Your own site
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Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for unity-audio

Your own site · 80×15
<a href="https://agentmods.dev/skills/thearcforge/hades/unity-audio"><img src="https://agentmods.dev/badge/skills/thearcforge/hades/unity-audio.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 30 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 5,968 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. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 $0.00030 $0.05968
Opus 5.5 $0.00012 $0.02387
Sonnet 5.5 $0.00006 $0.01194
Haiku 4.5 $0.00003 $0.00597

Measured 1mo ago against content hash 0753f7110e18, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

unity-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 1mo 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.

ClaudeCodePlugin/skills/unity-audio/SKILL.md · 733 lines

How it starts

The opening of the file, as written. The whole thing — 733 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity Audio Systems

Guidance for architecting audio in Unity 6: centralized vs distributed approaches, AudioMixer group hierarchies, ScriptableObject-driven event audio, spatial audio configuration, music crossfading, and sound pooling for high-frequency effects.

When to Apply

Activate when the conversation involves:

  • Adding a first audio system to a project (what architecture to start with)
  • Deciding how SFX should be triggered from gameplay code (direct call vs event channel)
  • Setting up AudioMixer groups, snapshots, or send/receive effects
  • Implementing music that transitions between tracks or layers adaptively
  • Configuring 3D spatial audio: rolloff curves, reverb zones, occlusion
  • Pooling audio sources for rapid-fire sounds (gunshots, footsteps)
  • Mixing and volume control including accessibility (separate sliders for Music/SFX/UI)

Do NOT activate for visual effects triggered alongside audio, animation state that happens to play a sound, or UI layout for volume sliders — those go to hades:unity-vfx, hades:component-design, or hades:unity-ui.

Project Context Check

Before making recommendations:

  1. Check existing audio usage in the graph:

    • Call graph_query(edgeKind: "references", edgeTargetNamePattern: "AudioSource", edgeTargetKind: "Class") — count how many objects carry AudioSource directly; if many, the project likely uses a distributed model
    • Call search_by_name("*Mixer*") — detect whether an AudioMixer asset already exists; if so, match its group structure
    • Call search_by_name("*Audio*") — find existing audio managers, event assets, and listener scripts
  2. Check team decisions in memory:

    • Call recall_memory("audio architecture mixer") to surface documented audio decisions or constraints
    • Check validation status — if a recalled decision shows warning, surface the conflict before proceeding
  3. Adapt recommendations based on findings:

    • If no AudioMixer exists → recommend creating one as a first step before wiring any volume controls
    • If the project already uses SO event channels elsewhere → favour SO audio events for consistency
    • If distributed AudioSources are pervasive and team is happy with them → recommend adding a mixer and pool rather than a full rewrite
    • After the user agrees on an approach not yet documented, call propose_memory_update to record it

Read the full file on GitHub · 733 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. 1mo ago First seen · 733 lines · 30 tokens per session scan A 0753f7110e18

Subscribe to this mod's changes

unity-audio is a skill published in the GitHub repository TheArcForge/Hades (29 stars, last pushed 1mo ago), licensed MIT. It adds 30 tokens to every session and 5,968 once invoked, about $0.0001 per session on Opus 5.5. 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 2026-08-30.