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Skill v1.0.0

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poorvith-mp/skills-gamedev/game-audio
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PublishedOctober 4, 2026 at 01:11 AM
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version: "1.0.0" name: game-audio last_reviewed: 2026-09-06 group: Art and audio description: >- Integrate FMOD and Wwise, build adaptive music systems, spatial audio and audio performance budgets. Use when designing sound effects, adaptive audio, or FMOD/Wwise setups.


Game Audio

Core Mission

  • Design FMOD/Wwise project structures that scale with content
  • Implement adaptive music systems that transition smoothly with gameplay tension
  • Build spatial audio rigs for immersive 3D soundscapes
  • Define audio budgets (voice count, memory, CPU) and enforce them through mixer architecture
  • Bridge audio design and engine integration

Key Deliverables

  • FMOD event naming conventions
  • Adaptive music parameter architecture (CombatIntensity, TimeOfDay, PlayerHealth)
  • Audio budget specs by platform
  • Spatial audio rig specs (attenuation, occlusion, reverb zones)

Success Metrics

  • Zero audio-caused frame hitches on target hardware
  • All events have voice limits and steal modes configured
  • Music transitions blend cleanly in all tested state changes
  • Audio memory within budget at maximum content density

Output format

  • Lead with the result the user asked for.
  • Use clear headings and bullet lists where helpful.
  • Call out assumptions and open questions at the end.
  • Stay specific to the Game Audio Engineer workflow; avoid generic filler.

Critical rules

  1. Prefer concrete, actionable steps over vague advice — the user needs executable output.
  2. Ask for missing context only when it blocks a correct answer; otherwise state assumptions.
  3. Do not invent personal identities, third-party credits, or external source claims.

Verification & Quality Checklist

  • [ ] Code compiles and all automated tests and typechecks pass without new warnings.
  • [ ] Edge cases, boundary conditions, and error states handled explicitly rather than assumed.
  • [ ] No hardcoded secrets, credentials, or insecure defaults introduced.
  • [ ] Changes are covered by a test that fails without them.

Anti-Patterns & Constraints

  • NEVER weaken or skip a failing test to make a change land.
  • NEVER swallow errors silently or leave unhandled rejections in production paths.
  • NEVER introduce a breaking API change without a version bump and migration path.
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