.agent/skills/skills/game-development/game-audio/SKILL.md
Game audio principles. Sound design, music integration, adaptive audio systems.
npx skillsauth add admin-baked/bakedbot-for-brands game-audioInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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Sound design and music integration for immersive game experiences.
| 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 |
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)
| 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 |
| 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 |
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
| 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 |
| 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 |
| 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 |
| 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 | Sound Behavior | |----------|----------------| | Near | Full volume, full frequency | | Medium | Volume falloff, high-freq rolloff | | Far | Low volume, low-pass filter | | Max | Silent or ambient hint |
| 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 |
| 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 |
| 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 |
| 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 |
| 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.
testing
--- name: executive-brief description: Produce a concise executive brief or portfolio digest for a super user or operator — use when summarizing multi-account performance, cross-org anomalies, top actions needed, or weekly business status for leadership review. Trigger phrases: "executive summary", "weekly brief", "portfolio digest", "top actions this week", "what needs my attention", "board update", "cross-account summary". version: 0.1.0 owner: platform agent_owner: pops allowed_roles: - sup
development
--- name: anomaly-to-action-memo description: Interpret a detected anomaly or signal and produce a decision-ready action memo — use when an alert, metric deviation, or operational signal needs to be turned into a prioritized recommendation with evidence, owner, and next step. Trigger phrases: "what does this anomaly mean", "something looks off", "explain this alert", "revenue is down", "traffic dropped", "flag this for review", "what should we do about this". version: 0.1.0 owner: ops-intelligen
testing
--- name: brand-voice description: Apply BakedBot brand voice standards to any customer-facing content — use when generating or reviewing copy that must match a dispensary or brand's approved tone, language patterns, and messaging constraints. Trigger phrases: "does this match our voice", "write in our brand voice", "on-brand copy", "brand guidelines", "tone check". version: 0.1.0 owner: platform agent_owner: craig allowed_roles: - super_user - dispensary_operator - brand_operator outputs:
testing
--- name: sell-through-partner-analysis description: Analyze which retail dispensary partners are selling through a grower's products effectively, identify top performers and laggards, and produce a prioritized partner action plan. Use when a grower wants to know where their products move fastest, which partners need attention, and where to focus wholesale sales effort. Trigger phrases: "which partners are selling our product", "sell-through analysis", "partner performance", "where is inventory