mg-sound

Binds delivered audio clips to networked minigame events in Unity via manifest and audio component.

1|Updated Jul 29, 2026
One-click install
npx skills add https://github.com/Bornqazaq/sleepover --skill mg-sound-bornqazaq
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: mg-sound
Source: https://github.com/Bornqazaq/sleepover/tree/main/.claude/skills/mg-sound
Command: npx skills add https://github.com/Bornqazaq/sleepover --skill mg-sound-bornqazaq

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? A finished Unity minigame (framework, networking, and art complete) still has no sound, and wiring audio incorrectly means only the initiating player hears it. This Skill guides Phase 5 of the minigame pipeline: matching game events to delivered sound slots, building the audio library, and attaching a stateless audio component so every networked participant hears the game. ## Core Features & Use Cases - Event-to-slot mapping: Builds a table of game events versus delivered sound slots, producing a gap list for the audio supplier in both directions (missing sounds and unused clips). - Manifest and library assembly: Maintains docs/art/<game>-sfx.json with slot id, file, loop, spatial, and volume fields, then builds the sound library and reports silent slots as supplier orders. - Networked audio binding: Creates a <Game>Audio.cs component with no own state and no RPCs, hooked only to replicated state and events raised on every machine, using the shared Core/Audio API (Play, PlayAt, StartLoop, SetLoopLevel, AddLibrary). - Use Case: After the Memory Run minigame passes Phases 2-4, use this Skill to wire its delivered clips to round-phase and landing events so all players hear the game, and hand the remaining silent slots back as a supplier order. ## Quick Start Run the mg-sound skill with the minigame name to bind its delivered sounds to networked game events and verify all players hear them.

Frequently Asked Questions about mg-sound

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I add sound to a networked Unity minigame?▼

Map game events to delivered sound slots in a manifest, build the audio library, then attach a <Game>Audio.cs component that hooks replicated events using the shared Core/Audio API like Play, PlayAt, and StartLoop. Never create new RPCs just for sound.

Why does only the initiating player hear the game sound in Unity?▼

Hearing sound only locally means the audio is bound to a local field or server-only event, which is a binding error, not a sound problem. Rebind to replicated state or events raised on every machine so the sound triggers for all participants.

What events should I attach sounds to in a multiplayer game?▼

Attach sounds to replicated state such as round phase, turn, and score, or to events declared on every machine like TrapBase.Fired. Avoid server-only events, local fields, and button presses visible only to the presser.

Should every game event have a sound effect?▼

No. Sounds that reveal hidden information should be skipped, such as a 'you guessed right' cue in a game built on visual information gathering. Before binding a sound, check whether it leaks something the player should not know.

What do I do with sound slots that have no delivered clip?▼

Silent slots are supplier orders, not errors. The manifest lists everything the game needs; report the silent slots to the user as a request list, and the phase only closes when no silent slots remain.