game-audio – Design & UI skill for AI agents
Game audio principles. Sound design, music integration, adaptive audio systems.
Install the game-audio skill with one command
Pick the tool you use, copy the command and paste it in your terminal. The skill lands in that tool's skills folder and is ready in your next session.
Claude Code
mkdir -p ~/.claude/skills && curl -fsSL https://skill.dn1nguoi.com/z/game-audio-207b0.tgz | tar xz -C ~/.claude/skills
Call it in Claude Code: /game-audio – then describe the task you want done.
Codex
mkdir -p ~/.codex/skills && curl -fsSL https://skill.dn1nguoi.com/z/game-audio-207b0.tgz | tar xz -C ~/.codex/skills
Call it in Codex: $game-audio – then describe the task you want done.
Hermes Agent
mkdir -p ~/.hermes/skills && curl -fsSL https://skill.dn1nguoi.com/z/game-audio-207b0.tgz | tar xz -C ~/.hermes/skills
Call it in Hermes Agent: /game-audio – then describe the task you want done.
DeepSeek
mkdir -p ~/.deepcode/skills && curl -fsSL https://skill.dn1nguoi.com/z/game-audio-207b0.tgz | tar xz -C ~/.deepcode/skills
Call it in DeepSeek: /game-audio – then describe the task you want done.
SKILL.md content
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 trackTransition 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 | Confirm engine support; codec/container choice does not license the audio content |
| 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 |
---
Provide independent music/SFX/voice controls, captions for dialogue and essential audio cues, and visual/haptic alternatives. Test muted gameplay and avoid loudness/clipping; priority/mix levels above are starting points, not guaranteed safe listening levels.
When to Use
This skill is applicable to execute the workflow or actions described in the overview.
Limitations
- Use this skill only when the task clearly matches the scope described above.
- Do not treat the output as a substitute for environment-specific validation, testing, or expert review.
- Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.
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