game-audio – skill Thiết kế & UI cho agent AI
Nguyên tắc âm thanh game. Thiết kế âm thanh, tích hợp nhạc nền, hệ thống âm thanh thích ứng.
Cài skill game-audio bằng một lệnh
Chọn công cụ bạn đang dùng, copy lệnh và dán vào terminal. Skill sẽ nằm trong thư mục skills của công cụ đó và sẵn sàng dùng ở phiên làm việc tiếp theo.
Claude Code
mkdir -p ~/.claude/skills && curl -fsSL https://skill.dn1nguoi.com/z/game-audio-207b0.tgz | tar xz -C ~/.claude/skills
Gọi trong Claude Code: /game-audio – rồi mô tả công việc bạn muốn làm.
Codex
mkdir -p ~/.codex/skills && curl -fsSL https://skill.dn1nguoi.com/z/game-audio-207b0.tgz | tar xz -C ~/.codex/skills
Gọi trong Codex: $game-audio – rồi mô tả công việc bạn muốn làm.
Hermes Agent
mkdir -p ~/.hermes/skills && curl -fsSL https://skill.dn1nguoi.com/z/game-audio-207b0.tgz | tar xz -C ~/.hermes/skills
Gọi trong Hermes Agent: /game-audio – rồi mô tả công việc bạn muốn làm.
DeepSeek
mkdir -p ~/.deepcode/skills && curl -fsSL https://skill.dn1nguoi.com/z/game-audio-207b0.tgz | tar xz -C ~/.deepcode/skills
Gọi trong DeepSeek: /game-audio – rồi mô tả công việc bạn muốn làm.
Nội dung SKILL.md
Nội dung SKILL.md gốc bằng tiếng Anh.
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.
Skill liên quan
- senior-computer-vision – Skill kỹ thuật thị giác máy tính cho phát hiện đối tượng, phân đoạn ảnh và hệ thống thị…
- game-design – Nguyên tắc thiết kế game. Cấu trúc GDD, cân bằng game, tâm lý người chơi, hệ thống tiến…
- game-development – Bộ điều phối phát triển game. Định tuyến theo nền tảng, chiều không gian và mức phù hợp…
- generate-nanobanana – Tạo và chỉnh sửa hình ảnh/video bằng model media của Gemini (Nano Banana 2/Pro, Gemini…
- geo-brand-mentions – Công cụ quét đề cập thương hiệu và độ uy tín cho khả năng hiển thị trên AI.
- senior-frontend – Skill phát triển frontend cho ứng dụng React, Next.js, TypeScript và Tailwind CSS. Dùng…
- gh-image – Tải ảnh local lên GitHub và lấy URL nhúng user-attachments chuẩn; dùng khi được yêu cầu…
- glassmorphism – Hướng dẫn triển khai Glassmorphism cho web và ứng dụng. Kích hoạt khi người dùng muốn…