game-audio
Game audio principles. Sound design, music integration, adaptive audio systems.
Best use case
game-audio is best used when you need a repeatable AI agent workflow instead of a one-off prompt. It is especially useful for teams working in multi. Game audio principles. Sound design, music integration, adaptive audio systems.
Game audio principles. Sound design, music integration, adaptive audio systems.
Users should expect a more consistent workflow output, faster repeated execution, and less time spent rewriting prompts from scratch.
Practical example
Example input
Use the "game-audio" skill to help with this workflow task. Context: Game audio principles. Sound design, music integration, adaptive audio systems.
Example output
A structured workflow result with clearer steps, more consistent formatting, and an output that is easier to reuse in the next run.
When to use this skill
- Use this skill when you want a reusable workflow rather than writing the same prompt again and again.
When not to use this skill
- Do not use this when you only need a one-off answer and do not need a reusable workflow.
- Do not use it if you cannot install or maintain the related files, repository context, or supporting tools.
Installation
Claude Code / Cursor / Codex
Manual Installation
- Download SKILL.md from GitHub
- Place it in
.claude/skills/game-audio/SKILL.mdinside your project - Restart your AI agent — it will auto-discover the skill
How game-audio Compares
| Feature / Agent | game-audio | Standard Approach |
|---|---|---|
| Platform Support | Not specified | Limited / Varies |
| Context Awareness | High | Baseline |
| Installation Complexity | Unknown | N/A |
Frequently Asked Questions
What does this skill do?
Game audio principles. Sound design, music integration, adaptive audio systems.
Where can I find the source code?
You can find the source code on GitHub using the link provided at the top of the page.
SKILL.md Source
# Game Audio Principles > Sound design and music integration for immersive game experiences. --- ## 1. Audio Category System ### Category Definitions | Category | Behavior | Examples | |----------|----------|----------| | **Music** | Looping, crossfade, ducking | BGM, combat music | | **SFX** | One-shot, 3D positioned | Footsteps, impacts | | **Ambient** | Looping, background layer | Wind, crowd, forest | | **UI** | Immediate, non-3D | Button clicks, notifications | | **Voice** | Priority, ducking trigger | Dialogue, announcer | ### Priority Hierarchy ``` When sounds compete for channels: 1. Voice (highest - always audible) 2. Player SFX (feedback critical) 3. Enemy SFX (gameplay important) 4. Music (mood, but duckable) 5. Ambient (lowest - can drop) ``` --- ## 2. Sound Design Decisions ### SFX Creation Approach | Approach | When to Use | Trade-offs | |----------|-------------|------------| | **Recording** | Realistic needs | High quality, time intensive | | **Synthesis** | Sci-fi, retro, UI | Unique, requires skill | | **Library samples** | Fast production | Common sounds, licensing | | **Layering** | Complex sounds | Best results, more work | ### Layering Structure | Layer | Purpose | Example: Gunshot | |-------|---------|------------------| | **Attack** | Initial transient | Click, snap | | **Body** | Main character | Boom, blast | | **Tail** | Decay, room | Reverb, echo | | **Sweetener** | Special sauce | Shell casing, mechanical | --- ## 3. Music Integration ### Music State System ``` Game State → Music Response │ ├── Menu → Calm, loopable theme ├── Exploration → Ambient, atmospheric ├── Combat detected → Transition to tension ├── Combat engaged → Full battle music ├── Victory → Stinger + calm transition ├── Defeat → Somber stinger └── Boss → Unique, multi-phase track ``` ### Transition Techniques | Technique | Use When | Feel | |-----------|----------|------| | **Crossfade** | Smooth mood shift | Gradual | | **Stinger** | Immediate event | Dramatic | | **Stem mixing** | Dynamic intensity | Seamless | | **Beat-synced** | Rhythmic gameplay | Musical | | **Queue point** | Next natural break | Clean | --- ## 4. Adaptive Audio Decisions ### Intensity Parameters | Parameter | Affects | Example | |-----------|---------|---------| | **Threat level** | Music intensity | Enemy count | | **Health** | Filter, reverb | Low health = muffled | | **Speed** | Tempo, energy | Racing speed | | **Environment** | Reverb, EQ | Cave vs outdoor | | **Time of day** | Mood, volume | Night = quieter | ### Vertical vs Horizontal | System | What Changes | Best For | |--------|--------------|----------| | **Vertical (layers)** | Add/remove instrument layers | Intensity scaling | | **Horizontal (segments)** | Different music sections | State changes | | **Combined** | Both | AAA adaptive scores | --- ## 5. 3D Audio Decisions ### Spatialization | Element | 3D Positioned? | Reason | |---------|----------------|--------| | Player footsteps | No (or subtle) | Always audible | | Enemy footsteps | Yes | Directional awareness | | Gunfire | Yes | Combat awareness | | Music | No | Mood, non-diegetic | | Ambient zone | Yes (area) | Environmental | | UI sounds | No | Interface feedback | ### Distance Behavior | Distance | Sound Behavior | |----------|----------------| | **Near** | Full volume, full frequency | | **Medium** | Volume falloff, high-freq rolloff | | **Far** | Low volume, low-pass filter | | **Max** | Silent or ambient hint | --- ## 6. Platform Considerations ### Format Selection | Platform | Recommended Format | Reason | |----------|-------------------|--------| | PC | OGG Vorbis, WAV | Quality, no licensing | | Console | Platform-specific | Certification | | Mobile | MP3, AAC | Size, compatibility | | Web | WebM/Opus, MP3 fallback | Browser support | ### Memory Budget | Game Type | Audio Budget | Strategy | |-----------|--------------|----------| | Mobile casual | 10-50 MB | Compressed, fewer variants | | PC indie | 100-500 MB | Quality focus | | AAA | 1+ GB | Full quality, many variants | --- ## 7. Mix Hierarchy ### Volume Balance Reference | Category | Relative Level | Notes | |----------|----------------|-------| | **Voice** | 0 dB (reference) | Always clear | | **Player SFX** | -3 to -6 dB | Prominent but not harsh | | **Music** | -6 to -12 dB | Foundation, ducks for voice | | **Enemy SFX** | -6 to -9 dB | Important but not dominant | | **Ambient** | -12 to -18 dB | Subtle background | ### Ducking Rules | When | Duck What | Amount | |------|-----------|--------| | Voice plays | Music, Ambient | -6 to -9 dB | | Explosion | All except explosion | Brief duck | | Menu open | Gameplay audio | -3 to -6 dB | --- ## 8. Anti-Patterns | Don't | Do | |-------|-----| | Play same sound repeatedly | Use variations (3-5 per sound) | | Max volume everything | Use proper mix hierarchy | | Ignore silence | Silence creates contrast | | One music track loops forever | Provide variety, transitions | | Skip audio in prototype | Placeholder audio matters | --- > **Remember:** 50% of the game experience is audio. A muted game loses half its soul.
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