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Game Audio Agent Skill

Game audio principles.

1k tokens
context cost
the whole folder, loaded on every use
1
files
instructions only
0
copies elsewhere
how many repositories repackaged it
505
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/Dokhacgiakhoa/Agent-Skills-4-Vibe-Coding-CLI --skill game-audio

The instruction itself

23 sections, as written by the author

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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How to use it

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