skills/sickn33/game-audio/SKILL.md
Game audio principles. Sound design, music integration, adaptive audio systems.
npx skillsauth add aiskillstore/marketplace 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.
development
Apple Human Interface Guidelines for content display components. Use this skill when the user asks about charts component, collection view, image view, web view, color well, image well, activity view, lockup, data visualization, content display, displaying images, rendering web content, color pickers, or presenting collections of items in Apple apps. Also use when the user says how should I display charts, what's the best way to show images, should I use a web view, how do I build a grid of items, what component shows media, or how do I present a share sheet. Cross-references: hig-foundations for color/typography/accessibility, hig-patterns for data visualization patterns, hig-components-layout for structural containers, hig-platforms for platform-specific component behavior.
tools
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testing
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tools
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