sfx-intake

Import sound effect deliveries into Unity project folders using sounds.json manifests.

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

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Receiving a folder of sound effects from a sound designer and getting it correctly into a Unity project is error-prone: files must land in the right Assets folders, import settings must match 2D/3D and loop requirements, and someone must track which promised sounds are still missing. This Skill automates that intake process. ## Core Features & Use Cases - Manifest-driven intake: Reads the delivery's sounds.json passport and copies files to their declared unity_target_folder locations, updating per-folder sfx manifests without touching existing slots. - Dry-run verification: Runs a preview pass showing how many slots and files will go to each folder before committing any changes. - Library build and gap report: Triggers Unity sound library builds and reports three lists — what arrived and was placed, what is still missing per the delivery's "not done yet" section, and what arrived but is not yet wired to game events. - Use Case: A game designer drops a new Komnata_zvuk delivery folder into the repo. Run the intake to place all clips, rebuild the audio libraries in Unity, and get a ready-made list of sounds to request from the supplier. ## Quick Start Accept the newest sound delivery folder into the project and tell me which promised sounds are still missing.

Frequently Asked Questions about sfx-intake

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

FAQPage Schema
How do I import a sound effect delivery folder into a Unity project?▼

Read the delivery's sounds.json manifest, run the intake script with --dry-run to preview file placement, then run it for real to copy files into their unity_target_folder locations. Finally rebuild the audio libraries via the Unity menu to pick up the new clips.

What Unity audio import settings should 3D sounds and loops use?▼

3D sounds need Force To Mono because Unity cannot spatialize stereo clips. Loops should use Streaming load type to avoid decompressing entirely into memory, while short one-shot sounds should use Decompress On Load to avoid playback latency.

Why do my Unity audio clips not get the correct import settings automatically?▼

The automatic import postprocessor only applies settings to files with the SFX_ filename prefix. Clips delivered before the postprocessor existed must be reimported manually with AssetDatabase.ImportAsset using ForceUpdate.

Can I rename delivered sound files to match my game's naming conventions?▼

No. Renaming delivery files breaks future deliveries, which arrive under the same names and would diverge from the project. Use the manifest's file field to map game-facing slot names to the delivered filenames instead.

What are the license restrictions for Sonniss and Kenney sound libraries?▼

Both libraries can be used freely in games, including commercially, without attribution. However, the files cannot be sold standalone and cannot be used to train AI models.