body: I have access to a number of sound effect libraries via a personal single-user commercial license, allowing one backup copy each (which I am understanding GitHub to count as, purely out of caution) file without needing to be "synchronized" with some other form of media, in which case I have unlimited use. I would like to run automated builds and unit tests, but I'm worried about whether this would be a violation of the single-user licensing since the assets would be present on another machine in order to be built.
  
  
  Sound synchronization in games seems particularly ambiguous to me. What counts as synchronization when a sound must be kept in some sort of raw format and could be "synchronized" at any point in gameplay? Does having all your sound effects in the project tree count as synchronization or does it need to be in a packed asset file?
  
  
  **Am I legally allowed to run automated builds on another system or would it violate single-user audio library licenses?**
  
  
  For my particular project, the commercial sounds I am using have been purchased through Sonniss. ([Sonniss license](https://sonniss.com/sound-effects-licensing/))
  
  
  
title: Would automated builds of a game violate single-user licenses on assets?