manage_audio_source
Manage AudioSource: create, configure, list, and get info
Category: Audio
Parameters
Section titled “Parameters”| Name | Type | Required | Default | Description |
|---|---|---|---|---|
action |
string | yes | Action to perform. One of: create, configure, info, list, add_to_object |
|
object_name |
string | Name of the GameObject with AudioSource | ||
clip_path |
string | Asset path to AudioClip | ||
volume |
number | Volume (0.0 to 1.0) | ||
pitch |
number | Pitch (-3.0 to 3.0) | ||
loop |
boolean | Whether to loop the audio | ||
play_on_awake |
boolean | Play automatically on start | ||
spatial_blend |
number | 2D (0) to 3D (1) spatial blend | ||
min_distance |
number | Minimum distance for 3D audio rolloff | ||
max_distance |
number | Maximum distance for 3D audio rolloff | ||
priority |
integer | Priority (0=highest, 256=lowest) |
Example call
Section titled “Example call”The arguments below are the required ones; add the optional ones you need.
{ "name": "manage_audio_source", "arguments": { "action": "create" }}In SuperSave mode
Section titled “In SuperSave mode”When Unity runs with NANORA_MCP_SUPERSAVE=1, call it through the execute meta tool: {"tool": "manage_audio_source", "args": { … }}. See SuperSave mode.
Source
Section titled “Source”Generated from Assets/NanoraUnityMCP/Editor/Tools/AudioTools.cs (version 1.2.1). The client receives the same schema from tools/list.