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/game-audio

Game audio principles. Sound design, music integration, adaptive audio systems.

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master-skills
12200 skills
Install
$ npx -y skills add sinhoneyy/master-skills --skill game-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/game-audio

Context preview

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

Game audio principles. Sound design, music integration, adaptive audio systems.

SKILL.md

game-audio.SKILL.md
name: game-audio
description: "Game audio principles. Sound design, music integration, adaptive audio systems."
risk: unknown
source: community
date_added: "2026-02-27"

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.

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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