audio
AlexeyPerov/Unity-Open-MCP/skills/extensions/audio/SKILL.md
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. - Unity Editor is open with the target…
What's in it
- Unity Open MCP — Audio Extension
- Preconditions
- Tool prefixes
- Canonical workflow: an audio source
- AudioMixer parameters (the documented advantage)
- AudioListener read
- Common recipes
- 2D music source
- 3D positional sound
- Mixer volume slider
- Check listener state before Play Mode
- Agent-sense pairing
- Tool reference
# 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. **Discover** — `unity_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 source** — `unity_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 it** — `unity_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. ## AudioMixer parameters (the documented advantage) `unity_open_mcp_audio_mixer_set_parameter` sets a float on an `AudioMixer` asset's exposed parameter: - `mixer_path` — `Assets/.../*.mix` asset path. - `parameter_name` — the exposed parameter name. **Expose it first** in the Audio Mixer window (`Edit > Project Settings > Audio` is not the same); a name that is not exposed returns `parameter_not_exposed`. - `value` — raw float (dB for volume params). - `normalize` (default false) — maps a 0-1 slider onto the -80..0 dB range so a friendly volume level can be passed directly. The mixer asset is marked dirty — call `assets_refresh` / `scene_save` to commit. Read the value back with `unity_open_mcp_audio_mixer_get_parameter` (gate-free) to confirm the round-trip. This set+read-back loop is the documented advantage over per-source-only audio tools. ## AudioListener read `unity_open_mcp_audio_listener_get` (gate-free) reports every `AudioListener` in the open scene(s): host name, hierarchy path, `enabled` flag, instance id, plus an `enabledCount` and a `duplicateWarning` flag. Unity allows at most one **enabled** `AudioListener` at runtime — when `duplicateWarning: true`, disable the extra listener via `unity_open_mcp_component_get` / object mutation before entering Play Mode. ## Common recipes ### 2D music source 1. `audio_source_add` on an empty GameObject named "Music" with `clip_path: "Assets/Audio/music.wav"`, `volume: 0.8`, `loop: true`, `spatial_blend: 0` (2D), `play_on_awake: true`. 2. (Optional) `audio_source_modify` with `mixer_group_path: "Assets/Audio/MasterMixer.mix"` to route through the Master group. ### 3D positional sound 1. `audio_source_add` on the emitter GameObject with `spatial_blend: 1.0`, `min_distance: 1.0`, `max_distance: 20.0`, `volume: 1.0`. 2. `audio_source_modify` to set `doppler_level: 1.0`, `spread: 60`. ### Mixer volume slider 1. `audio_mixer_get_parameter` with `mixer_path`, `parameter_name: "masterVolume"` to confirm the param is exposed and read the current dB. 2. `audio_mixer_set_parameter` with `value: 0.7`, `normalize: true` to set a friendly volume level (0.7 → ~-2.5 dB). ### Check listener state before Play Mode 1. `audio_listener_get`. If `duplicateWarning: true`, there is more than one enabled listener — disable the extras before playing. ## Agent-sense pairing - `unity_senses_screenshot` (view: `"game"`) visually confirms a scene; pair with a Play Mode check to confirm audible sources are wired. (Audio itself is not captured by screenshots — verify via the source/mixer state.) - `unity_open_mcp_component_get` reads the raw AudioSource fields after a mutate (complementary to the structured source state returned by the audio tools). ## Tool reference | Tool | Mutating | Lifecycle | Notes | |---|---|---|---| | `audio_source_add` | yes | editor_settle | Idempotent — re-using reports `added:false`. | | `audio_source_modify` | yes | editor_settle | Typed fields; each optional. `mixer_group_path` binds the mixer's first group. | | `audio_mixer_set_parameter` | yes | editor_settle | Exposed-parameter set on a `.mix` asset; `normalize` maps 0-1 → dB. | | `audio_listener_get` | no | none | Listener roster + `duplicateWarning` (read-only). | | `audio_mixer_get_parameter` | no | none | Exposed-parameter read (read-only). | Address every target by `instance_id` > `path` > `name` (same model as `gameobject_*` / `component_*`). Every mutating tool requires a non-empty `paths_hint` scoped to the host's scene path (for `audio_source_*`) or the mixer asset path (for `audio_mixer_set_parameter`) — the gate has no whole-project fallback.
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