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48 coordinated Claude Code subagents for indie game development: - 3 leadership agents (creative-director, technical-director, producer) - 10 department leads (game-designer, lead-programmer, art-director, etc.) - 23 specialist agents (gameplay, engine, AI, networking, UI, tools, etc.) - 12 engine-specific agents (Godot, Unity, Unreal with sub-specialists) Infrastructure: - 34 skills (slash commands) for workflows, reviews, and team orchestration - 8 hooks for commit validation, asset checks, session management - 11 path-scoped rules enforcing domain-specific standards - 28 templates for design docs, reports, and collaborative protocols Key features: - User-driven collaboration protocol (Question → Options → Decision → Draft → Approval) - Engine version awareness with knowledge-gap detection (Godot 4.6 pinned) - Phase gate system for development milestone validation - CLAUDE.md kept under 80 lines with extracted doc imports Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
284 lines
5.9 KiB
Markdown
284 lines
5.9 KiB
Markdown
# Unity 6.3 — Audio Module Reference
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**Last verified:** 2026-02-13
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**Knowledge Gap:** Unity 6 audio mixer improvements
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---
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## Overview
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Unity 6.3 audio systems:
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- **AudioSource**: Play sounds on GameObjects
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- **Audio Mixer**: Mix, effect processing, dynamic mixing
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- **Spatial Audio**: 3D positioned sound
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---
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## Basic Audio Playback
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### AudioSource Component
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```csharp
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AudioSource audioSource = GetComponent<AudioSource>();
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// ✅ Play
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audioSource.Play();
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// ✅ Play with delay
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audioSource.PlayDelayed(0.5f); // 0.5 seconds
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// ✅ Play one-shot (doesn't interrupt current sound)
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audioSource.PlayOneShot(clip);
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// ✅ Stop
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audioSource.Stop();
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// ✅ Pause/Resume
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audioSource.Pause();
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audioSource.UnPause();
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```
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### Play Sound at Position (Static Method)
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```csharp
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// ✅ Quick 3D sound playback (auto-destroys when done)
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AudioSource.PlayClipAtPoint(clip, transform.position);
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// ✅ With volume
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AudioSource.PlayClipAtPoint(clip, transform.position, 0.7f);
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```
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---
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## 3D Spatial Audio
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### AudioSource 3D Settings
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```csharp
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AudioSource source = GetComponent<AudioSource>();
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// Spatial Blend: 0 = 2D, 1 = 3D
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source.spatialBlend = 1.0f; // Fully 3D
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// Doppler effect (pitch shift based on velocity)
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source.dopplerLevel = 1.0f;
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// Distance attenuation
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source.minDistance = 1f; // Full volume within this distance
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source.maxDistance = 50f; // Inaudible beyond this distance
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source.rolloffMode = AudioRolloffMode.Logarithmic; // Natural falloff
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```
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### Volume Rolloff Curves
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- **Logarithmic**: Natural, realistic (RECOMMENDED)
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- **Linear**: Steady decrease
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- **Custom**: Define your own curve
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---
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## Audio Mixer (Advanced Mixing)
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### Setup Audio Mixer
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1. `Assets > Create > Audio Mixer`
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2. Open mixer: `Window > Audio > Audio Mixer`
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3. Create groups: Master > SFX, Music, Dialogue
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### Assign AudioSource to Mixer Group
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```csharp
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using UnityEngine.Audio;
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public AudioMixerGroup sfxGroup;
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void Start() {
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AudioSource source = GetComponent<AudioSource>();
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source.outputAudioMixerGroup = sfxGroup; // Route to SFX group
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}
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```
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### Control Mixer from Code
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```csharp
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using UnityEngine.Audio;
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public AudioMixer audioMixer;
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// ✅ Set volume (exposed parameter)
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audioMixer.SetFloat("MusicVolume", -10f); // dB (-80 to 0)
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// ✅ Get volume
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audioMixer.GetFloat("MusicVolume", out float volume);
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// Convert linear (0-1) to dB
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float volumeDB = Mathf.Log10(volumeLinear) * 20f;
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audioMixer.SetFloat("MusicVolume", volumeDB);
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```
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### Expose Mixer Parameters
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In Audio Mixer window:
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1. Right-click parameter (e.g., Volume)
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2. "Expose 'Volume' to script"
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3. Rename in "Exposed Parameters" tab (e.g., "MusicVolume")
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---
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## Audio Effects
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### Add Effects to Mixer Groups
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In Audio Mixer:
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- Click group (e.g., SFX)
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- Click "Add Effect"
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- Choose: Reverb, Echo, Low Pass, High Pass, Distortion, etc.
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### Duck Music During Dialogue (Sidechain)
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```csharp
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// Setup in Audio Mixer:
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// 1. Create "Duck Volume" snapshot
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// 2. Lower music volume in that snapshot
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// 3. Transition to snapshot when dialogue plays
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public AudioMixerSnapshot normalSnapshot;
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public AudioMixerSnapshot duckedSnapshot;
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public void PlayDialogue(AudioClip clip) {
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duckedSnapshot.TransitionTo(0.5f); // 0.5s transition
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audioSource.PlayOneShot(clip);
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Invoke(nameof(RestoreMusic), clip.length);
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}
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void RestoreMusic() {
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normalSnapshot.TransitionTo(1.0f); // 1s transition back
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}
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```
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---
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## Audio Performance
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### Optimize Audio Loading
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```csharp
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// Audio Import Settings (Inspector):
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// - Load Type:
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// - Decompress On Load: Small clips (SFX), loads fully into memory
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// - Compressed In Memory: Medium clips, decompressed at runtime (RECOMMENDED)
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// - Streaming: Large clips (music), streamed from disk
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// Compression Format:
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// - PCM: Uncompressed, highest quality, largest size
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// - ADPCM: 3.5x compression, good for SFX (RECOMMENDED for SFX)
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// - Vorbis/MP3: High compression, good for music (RECOMMENDED for music)
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```
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### Preload Audio
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```csharp
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// Preload audio clip before playing (avoid stutter)
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audioSource.clip.LoadAudioData();
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// Check if loaded
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if (audioSource.clip.loadState == AudioDataLoadState.Loaded) {
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audioSource.Play();
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}
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```
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---
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## Music Systems
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### Crossfade Between Tracks
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```csharp
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public IEnumerator CrossfadeMusic(AudioSource from, AudioSource to, float duration) {
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float elapsed = 0f;
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to.Play();
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while (elapsed < duration) {
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elapsed += Time.deltaTime;
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float t = elapsed / duration;
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from.volume = Mathf.Lerp(1f, 0f, t);
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to.volume = Mathf.Lerp(0f, 1f, t);
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yield return null;
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}
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from.Stop();
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}
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```
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### Seamless Music Looping
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```csharp
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// Audio Import Settings:
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// - Check "Loop" for seamless music loops
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audioSource.loop = true;
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```
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---
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## Common Patterns
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### Random Pitch Variation (Avoid Repetition)
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```csharp
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void PlaySoundWithVariation(AudioClip clip) {
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AudioSource source = GetComponent<AudioSource>();
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source.pitch = Random.Range(0.9f, 1.1f); // ±10% pitch variation
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source.PlayOneShot(clip);
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}
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```
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### Footstep Sounds (Random from Array)
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```csharp
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public AudioClip[] footstepClips;
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void PlayFootstep() {
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AudioClip clip = footstepClips[Random.Range(0, footstepClips.Length)];
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AudioSource.PlayClipAtPoint(clip, transform.position, 0.5f);
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}
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```
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### Check if Sound is Playing
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```csharp
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if (audioSource.isPlaying) {
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// Sound is currently playing
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}
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```
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---
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## Audio Listener
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### Single Listener Rule
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- Only ONE `AudioListener` should be active at a time
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- Usually attached to Main Camera
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```csharp
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// Disable extra listeners
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AudioListener listener = GetComponent<AudioListener>();
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listener.enabled = false;
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```
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---
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## Debugging
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### Audio Window
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- `Window > Audio > Audio Mixer`
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- Visualize levels, test snapshots
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### Audio Settings
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- `Edit > Project Settings > Audio`
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- Global volume, DSP buffer size, speaker mode
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---
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## Sources
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- https://docs.unity3d.com/6000.0/Documentation/Manual/Audio.html
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- https://docs.unity3d.com/6000.0/Documentation/Manual/AudioMixer.html
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