skills/game-dev/game-audio/SKILL.md
Handles audio processing in game engines for real-time sound effects, music, and spatial audio.
npx skillsauth add alphaonedev/openclaw-graph game-audioInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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This skill enables real-time audio processing in game engines, managing sound effects, music playback, and spatial audio for immersive experiences. It integrates with engines like Unity or Unreal to handle audio streams, effects, and positioning, ensuring low-latency performance in games.
processAudio function.To use this skill, first initialize it in your game engine script, then call methods for audio playback or processing. Always check for audio context availability before operations. For CLI usage, run commands from the project root directory. Pattern: Import the skill, set up authentication with $GAME_AUDIO_API_KEY, and use event handlers for audio events.
claw audio play --file assets/sound.wav --volume 0.8 --loop true
--file specifies the audio file path; --volume sets level (0.0-1.0); --loop enables looping.{"file": "assets/sound.wav", "position": [0, 0, 0]}
Authorization: Bearer $GAME_AUDIO_API_KEYimport claw_audio
claw_audio.init(key=os.environ['GAME_AUDIO_API_KEY'])
claw_audio.play_sound('assets/sound.wav', volume=0.5)
using ClawAudio;
void Start() {
AudioManager.Instance.Play("assets/music.mp3", loop: true);
}
{"effects": {"reverb": 0.3}, "spatial": true}. Load via claw_audio.load_config('config.json').Integrate by adding the skill as a dependency in your project (e.g., via npm for Node.js or Unity package manager). Ensure audio hardware is detected using claw_audio.check_device(). For cross-engine compatibility, wrap calls in abstraction layers. If using with other OpenClaw skills, pass audio events via the cluster (e.g., link to "game-dev" skills). Set env var for auth: export GAME_AUDIO_API_KEY=your_key. Test integration in a sandbox environment before production.
Always wrap audio calls in try-catch blocks to handle exceptions like file not found or API failures. Common errors: "Audio device unavailable" – check with claw_audio.is_device_ready() and retry after 2 seconds. For API errors, verify status codes (e.g., 401 for unauthorized) and log with claw_audio.log_error(message). Use custom handlers: e.g., in code:
try:
claw_audio.play_sound('file.wav')
except AudioError as e:
print(f"Error: {e}. Retrying...")
claw_audio.retry_operation()
Monitor for latency issues by setting timeouts on commands, e.g., --timeout 5000 in CLI.
Playing a sound effect on player jump in a Unity game:
void OnJump() {
AudioManager.Instance.Play("jump.wav", position: playerTransform.position);
}
Implementing spatial audio for enemy detection in a 3D game:
def detect_enemy():
position = [enemy_x, enemy_y, enemy_z]
claw_audio.play_spatial('alert.mp3', position=position, radius=5.0)
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