library/skills/game-development/game-audio/SKILL.md
Game audio principles. Sound design, music integration, adaptive audio systems.
npx skillsauth add superesty/unified-ag-kit game-audioInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
3 of 9 scanners reported clean
Some scanners were skipped, did not run, or reported a non-clean status. Review each row below.
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
Expert in LangGraph - the production-grade framework for building stateful, multi-actor AI applications. Covers graph construction, state management, cycles and branches, persistence with checkpointers, human-in-the-loop patterns, and the ReAct agent pattern. Used in production at LinkedIn, Uber, and 400+ companies. This is LangChain's recommended approach for building agents. Use when: langgraph, langchain agent, stateful agent, agent graph, react agent.
development
Expert in Langfuse - the open-source LLM observability platform. Covers tracing, prompt management, evaluation, datasets, and integration with LangChain, LlamaIndex, and OpenAI. Essential for debugging, monitoring, and improving LLM applications in production. Use when: langfuse, llm observability, llm tracing, prompt management, llm evaluation.
tools
Design LLM applications using the LangChain framework with agents, memory, and tool integration patterns. Use when building LangChain applications, implementing AI agents, or creating complex LLM workflows.
development
Expert Kubernetes architect specializing in cloud-native infrastructure, advanced GitOps workflows (ArgoCD/Flux), and enterprise container orchestration. Masters EKS/AKS/GKE, service mesh (Istio/Linkerd), progressive delivery, multi-tenancy, and platform engineering. Handles security, observability, cost optimization, and developer experience. Use PROACTIVELY for K8s architecture, GitOps implementation, or cloud-native platform design.