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f8-features-audio-workflow

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Use when implementing or troubleshooting Audio feature workflows — BGM, voice, SFX, 3D audio, volume control, and AudioMixer in F8Framework.

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How to use this skill

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  3. Review the proposed files and risks before you approve installation.
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I want to install this Agent Skill for this project in Codex.

Source SKILL.md: https://github.com/TippingGame/F8Framework/blob/HEAD/Tests/AISkills/f8framework-skills/features/f8-features-audio-workflow/SKILL.md

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Copying this prompt does not install or run the skill. Review third-party files before use. Codex skill guide

Audio Feature Workflow

⚠️ IMPORTANT: Before using this feature, you MUST formally initialize F8Framework in the launch sequence. Ensure ModuleCenter.Initialize(this); has run first, then create the required module, for example FF8.Audio = ModuleCenter.CreateModule<AudioManager>();.

Use this skill when

  • The task is about sound playback, volume, or audio management.
  • The user asks about BGM, voice, SFX, or 3D audio effects.
  • The user needs global pause/resume or audio switch persistence.

Path resolution

  1. Prefer project source at Assets/F8Framework.
  2. If F8Framework is installed as a package, use Packages/F8Framework.
  3. For usage docs, read: Assets/F8Framework/Tests/Audio/README.md

Sources of truth

  • Runtime module: Assets/F8Framework/Runtime/Audio
  • Test docs: Assets/F8Framework/Tests/Audio

Key classes and interfaces

ClassRole
AudioManagerCore module. Access via FF8.Audio.
AudioMusicBackground music player.
AudioVoiceVoice/dialogue player.
AudioEffectSFX and UI sound player.

API quick reference

Background music

FF8.Audio.PlayMusic("assetName", callback, loop: true, priority: 1, fadeDuration: 3f);
float progress = FF8.Audio.ProgressMusic;
FF8.Audio.SetProgressMusic = 0.5f;
FF8.Audio.VolumeMusic = 0.5f;       // Auto-saves to PlayerPrefs
FF8.Audio.SwitchMusic = false;       // Auto-saves to PlayerPrefs
FF8.Audio.SetMusicComplete(callback);

Voice

FF8.Audio.PlayVoice("assetName", callback, loop: true, priority: 1, fadeDuration: 3f);
float progressVoice = FF8.Audio.ProgressVoice;
FF8.Audio.SetProgressVoice = 0.5f;
FF8.Audio.VolumeVoice = 0.5f;
FF8.Audio.SwitchVoice = false;
FF8.Audio.SetVoiceComplete(callback);

Sound effects

FF8.Audio.PlayUISound("assetName", callback, loop: true, priority: 1, fadeDuration: 3f);
FF8.Audio.PlayBtnClick("assetName", callback);
FF8.Audio.PlayAudioEffect("assetName", callback);
FF8.Audio.VolumeAudioEffect = 0.5f;
FF8.Audio.SwitchAudioEffect = false;
FF8.Audio.SetUISoundComplete(callback);
FF8.Audio.SetBtnClickComplete(callback);
FF8.Audio.SetAudioEffectComplete(callback);

One-shot 2D audio effects

FF8.Audio.PlayAudioEffect2D("assetName", volume: 1f, maxNum: 5, callback);

3D audio effects

FF8.Audio.PlayAudioEffect3D("assetName",
    isRandom: true,
    transform.position,
    volume: 1f,
    spatialBlend: 1f,
    maxNum: 5,
    callback);

Global control

FF8.Audio.PauseAll();     // Pause all, including one-shot AudioEffect instances
FF8.Audio.ResumeAll();    // Resume all, including one-shot AudioEffect instances
FF8.Audio.StopAll();      // Stop all, including one-shot AudioEffect instances
FF8.Audio.UnloadAll(true); // Unload all audio (true = force including in-use)

Optional AudioMixer

FF8.Audio.SetAudioMixer(FF8.Asset.Load<AudioMixer>("F8AudioMixer"));

Individual channel control

FF8.Audio.AudioMusic.Pause();
FF8.Audio.AudioMusicVoice.Resume();
FF8.Audio.AudioMusicBtnClick.Stop();
FF8.Audio.AudioMusicUISound.UnloadAll();

Workflow

  1. Load audio clips via AssetManager (place in AssetBundles or Resources).
  2. Choose category: Music (BGM), Voice, AudioEffect (SFX/UI), or one-shot 2D/3D AudioEffect.
  3. Use priority parameter for Music/Voice to handle overlapping tracks.
  4. Volume and switch settings auto-persist to PlayerPrefs.
  5. Use fadeDuration for smooth transitions between tracks.
  6. For 3D effects, set spatialBlend: 1f and provide world position.
  7. Optionally set up F8AudioMixer for advanced mixing control.

Common error handling

ErrorCauseSolution
Audio clip not foundAsset not in loadable directoryEnsure clip is under AssetBundles or Resources, press F8
No sound on mobileVolume or switch set to offCheck SwitchMusic/SwitchAudioEffect values
Memory leak from audioNot unloading unused clipsCall UnloadAll() when transitioning scenes
One-shot SFX stops too earlyTimer using scaled time or clip load failedUse current AudioEffect implementation; it tracks one-shot instances with unscaled clip duration

Cross-module dependencies

  • AssetManager: All audio clips loaded via FF8.Asset.
  • Storage: Volume/switch settings internally stored via PlayerPrefs.

Output checklist

  • Audio category selected (Music/Voice/AudioEffect/one-shot AudioEffect).
  • Volume persistence configured.
  • Files changed and why.
  • Validation status and remaining risks.