Skip to content
Agent Orchestration
Skill

/team-audio

Orchestrate audio team: audio-director + sound-designer + technical-artist + gameplay-programmer for full audio pipeline from direction to implementation.

From plugin
claude-code-game-studios
25k73 skills49 agents
Install
$ npx -y skills add Donchitos/Claude-Code-Game-Studios --skill team-audio --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/team-audio

Context preview

The summary Claude sees to decide when to auto-load this skill.

Orchestrate audio team: audio-director + sound-designer + technical-artist + gameplay-programmer for full audio pipeline from direction to implementation.

SKILL.md

team-audio.SKILL.md
name: team-audio
description: "Orchestrate audio team: audio-director + sound-designer + technical-artist + gameplay-programmer for full audio pipeline from direction to implementation."
argument-hint: "[feature or area to design audio for] [--review full|lean|solo]"
user-invocable: true
allowed-tools: Read, Glob, Grep, Write, Edit, Bash, Task, AskUserQuestion, TodoWrite
model: sonnet

If no argument is provided, output usage guidance and exit without spawning any agents: > Usage: `/team-audio [feature or area]` — specify the feature or area to design audio for (e.g., `combat`, `main menu`, `forest biome`, `boss encounter`). Do not use `AskUserQuestion` here; output the guidance directly.

When this skill is invoked with an argument, orchestrate the audio team through a structured pipeline.

**Decision Points:** At each step transition, use `AskUserQuestion` to present the user with the subagent's proposals as selectable options. Write the agent's full analysis in conversation, then capture the decision with concise labels. The user must approve before moving to the next step.

Phase 0: Resolve Review Mode

1. If `--review [mode]` was passed as an argument, use that mode. 2. Else read `production/review-mode.txt` — use whatever is written there. 3. Else default to `lean`.

Modes:

  • `full` — spawn all director and lead gates as described
  • `lean` — skip director gates unless they are PHASE-GATE type (CD-PHASE-GATE, TD-PHASE-GATE, PR-PHASE-GATE, AD-PHASE-GATE)
  • `solo` — skip all director gate spawning entirely; run the skill without any agent gates

Store the resolved mode for use in all subsequent phases.

1. **Read the argument** for the target feature or area (e.g., `combat`, `main menu`, `forest biome`, `boss encounter`).

2. **Gather context**:

  • Read relevant design docs in `design/gdd/` for the feature
  • Read the sound bible at `design/gdd/sound-bible.md` if it exists
  • Read existing audio asset lists in `assets/audio/`
  • Read any existing sound design docs for this area

How to Delegate

Use the Task tool to spawn each team member as a subagent:

  • `subagent_type: audio-director` — Sonic identity, emotional tone, audio palette
  • `subagent_type: sound-designer` — SFX specifications, audio events, mixing groups
  • `subagent_type: technical-artist` — Audio middleware, bus structure, memory budgets
  • `subagent_type: [primary engine specialist]` — Validate audio integration patterns for the engine
  • `subagent_type: gameplay-programmer` — Audio manager, gameplay triggers, adaptive music

Always provide full context in each agent's prompt (feature description, existing audio assets, design doc references).

3. **Orchestrate the audio team** in sequence:

Step 1: Audio Direction (audio-director)

Spawn the `audio-director` agent to:

  • Define the sonic identity for this feature/area
  • Specify the emotional tone and audio palette
  • Set music direction (adaptive layers, stems, transitions)
  • Define audio priorities and mix targets
  • Establish any adaptive audio rules (combat intensity, exploration, tension)

Step 2: Sound Design and Audio Accessibility (parallel)

Spawn the `sound-designer` agent to:

  • Create detailed SFX specifications for every audio event
  • Define sound categories (ambient, UI, gameplay, music, dialogue)
  • Specify per-sound parameters (volume range, pitch variation, attenuation)
  • Plan audio event list with trigger conditions
  • Define mixing groups and ducking rules

Spawn the `accessibility-specialist` agent in parallel to:

  • Identify which audio events carry critical gameplay information (damage received, enemy nearby, objective complete) and require visual alternatives for hearing-impaired players
  • Specify subtitle requirements: which audio events need captions, what text format, on-screen duration
  • Check that no gameplay state is communicated by audio alone (all must have a visual fallback)
  • Review the audio event list for any that could cause issues for players with auditory sensitivities (high-frequency alerts, sudden loud events)
  • Output: audio accessibility requirements list integrated into the audio event spec

Step 3: Technical Implementation (parallel)

Spawn the `technical-artist` agent to:

  • Design the audio middleware integration (Wwise/FMOD/native)
  • Define audio bus structure and routing
  • Specify memory budgets for audio assets per platform
  • Plan streaming vs preloaded asset strategy
  • Design any audio-reactive visual effects

Spawn the **primary engine specialist** in parallel (from `.claude/docs/technical-preferences.md` Engine Specialists) to validate the integration approach:

  • Is the proposed audio middleware integration idiomatic for the engine? (e.g., Godot's built-in AudioStreamPlayer vs FMOD, Unity's Audio Mixer vs Wwise, Unreal's MetaSounds vs FMOD)
  • Any engine-specific audio node/component patterns that should be used?
  • Known audio system changes in the pinned engine version that affect the integration plan?
  • Output: engine audio integration notes to merge with the technical-artist's plan

If no engine is configured, skip the specialist spawn.

Step 4: Code Integration (gameplay-programmer)

Spawn the `gameplay-programmer` agent to:

  • Implement audio manager system or review existing
  • Wire up audio events to gameplay triggers
  • Implement adaptive music system (if specified)
  • Set up audio occlusion/reverb zones
  • Write unit tests for audio event triggers

4. **Compile the audio design document** combining all team outputs.

5. **Save to** `design/audio/audio-[feature].md`.

Note: If `design/audio/` does not exist, the sub-agent writing the document should create it (the directory will be created automatically when the file is written).

6. **Output a summary** with: audio event count, estimated asset count, implementation tasks, and any open questions between team members.

Verdict: **COMPLETE** — audio design document produced and team pipeline finished.

If the pipeline stops because a dep

Read more
Ships withclaude-code-game-studios

Turn Claude Code into a full game dev studio — 49 AI agents, 72 workflow skills, and a complete coordination system mirroring real studio hierarchy.

Get the whole plugin

Other skills on claude-code-game-studios.