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-audio

SKILL.md

Game Audio Principles

Sound design and music integration for immersive game experiences.

1. Audio Category System

Category Definitions
CategoryBehaviorExamples
MusicLooping, crossfade, duckingBGM, combat music
SFXOne-shot, 3D positionedFootsteps, impacts
AmbientLooping, background layerWind, crowd, forest
UIImmediate, non-3DButton clicks, notifications
VoicePriority, ducking triggerDialogue, 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
ApproachWhen to UseTrade-offs
RecordingRealistic needsHigh quality, time intensive
SynthesisSci-fi, retro, UIUnique, requires skill
Library samplesFast productionCommon sounds, licensing
LayeringComplex soundsBest results, more work
Layering Structure
LayerPurposeExample: Gunshot
AttackInitial transientClick, snap
BodyMain characterBoom, blast
TailDecay, roomReverb, echo
SweetenerSpecial sauceShell 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
TechniqueUse WhenFeel
CrossfadeSmooth mood shiftGradual
StingerImmediate eventDramatic
Stem mixingDynamic intensitySeamless
Beat-syncedRhythmic gameplayMusical
Queue pointNext natural breakClean

4. Adaptive Audio Decisions

Intensity Parameters
ParameterAffectsExample
Threat levelMusic intensityEnemy count
HealthFilter, reverbLow health = muffled
SpeedTempo, energyRacing speed
EnvironmentReverb, EQCave vs outdoor
Time of dayMood, volumeNight = quieter
Vertical vs Horizontal
SystemWhat ChangesBest For
Vertical (layers)Add/remove instrument layersIntensity scaling
Horizontal (segments)Different music sectionsState changes
CombinedBothAAA adaptive scores

5. 3D Audio Decisions

Spatialization
Element3D Positioned?Reason
Player footstepsNo (or subtle)Always audible
Enemy footstepsYesDirectional awareness
GunfireYesCombat awareness
MusicNoMood, non-diegetic
Ambient zoneYes (area)Environmental
UI soundsNoInterface feedback
Distance Behavior
DistanceSound Behavior
NearFull volume, full frequency
MediumVolume falloff, high-freq rolloff
FarLow volume, low-pass filter
MaxSilent or ambient hint

6. Platform Considerations

Format Selection
PlatformRecommended FormatReason
PCOGG Vorbis, WAVQuality, no licensing
ConsolePlatform-specificCertification
MobileMP3, AACSize, compatibility
WebWebM/Opus, MP3 fallbackBrowser support
Memory Budget
Game TypeAudio BudgetStrategy
Mobile casual10-50 MBCompressed, fewer variants
PC indie100-500 MBQuality focus
AAA1+ GBFull quality, many variants

7. Mix Hierarchy

Volume Balance Reference
CategoryRelative LevelNotes
Voice0 dB (reference)Always clear
Player SFX-3 to -6 dBProminent but not harsh
Music-6 to -12 dBFoundation, ducks for voice
Enemy SFX-6 to -9 dBImportant but not dominant
Ambient-12 to -18 dBSubtle background
Ducking Rules
WhenDuck WhatAmount
Voice playsMusic, Ambient-6 to -9 dB
ExplosionAll except explosionBrief duck
Menu openGameplay audio-3 to -6 dB

8. Anti-Patterns

Don'tDo
Play same sound repeatedlyUse variations (3-5 per sound)
Max volume everythingUse proper mix hierarchy
Ignore silenceSilence creates contrast
One music track loops foreverProvide variety, transitions
Skip audio in prototypePlaceholder 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

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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