one-man-company/skills-contextmanager/game-audio
Claude Code and agent skill by one-man-company/skills-contextmanager
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Game audio principles. Sound design, music integration, adaptive audio systems.
Install
npx vskill@latest install one-man-company/skills-contextmanager/game-audioSKILL.md
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
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
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.
Security
- Security scanPassed, 100 of 100Pattern checks on the skill's files.
- Model reviewPassed
Quality evaluation
- Task evaluationNot runNo evaluation yet. Run one in Skill Studio.
Source
- SKILL.md in the repositoryCheckingMySkillsHUB/skills/game-development/game-audio/skill.md
Popularity
- Repository stars
- 65
- Repository forks
- 14
- 7-day trend score
- 21
Stars and forks are for the whole GitHub repository, not this skill alone. Refreshed 31 Mar 2026, 7 months ago.
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