GA

Framework for designing and integrating immersive game sound and music.

Install

mkdir -p .claude/skills/game-audio && curl -L -o skill.zip "https://agentskills.codes/api/skills/download/800" && unzip -o skill.zip -d .claude/skills/game-audio && rm skill.zip

Installs to .claude/skills/game-audio

Activation

This is the description your AI agent reads to decide when to run this skill — the better it matches your request, the more reliably it fires.

Game audio principles. Sound design, music integration, adaptive audio systems.
79 charsno explicit “when” trigger
Intermediate

Key capabilities

  • Categorize game audio into Music, SFX, Ambient, UI, and Voice
  • Establish an audio priority hierarchy for competing sounds
  • Choose SFX creation approaches like recording or synthesis
  • Layer sound effects with attack, body, tail, and sweetener components
  • Integrate music based on game states with transition techniques
  • Implement adaptive audio using intensity parameters

How it works

The skill defines audio categories and establishes a priority hierarchy for sound playback. It details SFX creation approaches, layering structures, and music integration based on game states and transition techniques. It also covers adaptive audio decisions using intensity parameters.

Inputs & outputs

You give it
Game state, sound event, or audio design requirement
You get back
Audio category definitions, priority hierarchies, sound design decisions, or music integration strategies

When to use game-audio

  • Design an adaptive music loop
  • Set audio priority hierarchy for game objects
  • Layer a custom gunshot sound effect
  • Define audio behavior for game states

About this skill

Game Audio Principles

Sound design and music integration for immersive game experiences.


1. Audio Category System

Category Definitions

CategoryBehaviorExamples
MusicLooping, crossfade, duckingBGM, combat music
SFXOne-shot, 3D positionedFootsteps, impacts
AmbientLooping, background layerWind, crowd, forest
UIImmediate, non-3DButton clicks, notifications
VoicePriority, ducking triggerDialogue, announcer

Priority Hierarchy

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)

2. Sound Design Decisions

SFX Creation Approach

ApproachWhen to UseTrade-offs
RecordingRealistic needsHigh quality, time intensive
SynthesisSci-fi, retro, UIUnique, requires skill
Library samplesFast productionCommon sounds, licensing
LayeringComplex soundsBest results, more work

Layering Structure

LayerPurposeExample: Gunshot
AttackInitial transientClick, snap
BodyMain characterBoom, blast
TailDecay, roomReverb, echo
SweetenerSpecial sauceShell casing, mechanical

3. Music Integration

Music State System

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

Transition Techniques

TechniqueUse WhenFeel
CrossfadeSmooth mood shiftGradual
StingerImmediate eventDramatic
Stem mixingDynamic intensitySeamless
Beat-syncedRhythmic gameplayMusical
Queue pointNext natural breakClean

4. Adaptive Audio Decisions

Intensity Parameters

ParameterAffectsExample
Threat levelMusic intensityEnemy count
HealthFilter, reverbLow health = muffled
SpeedTempo, energyRacing speed
EnvironmentReverb, EQCave vs outdoor
Time of dayMood, volumeNight = quieter

Vertical vs Horizontal

SystemWhat ChangesBest For
Vertical (layers)Add/remove instrument layersIntensity scaling
Horizontal (segments)Different music sectionsState changes
CombinedBothAAA adaptive scores

5. 3D Audio Decisions

Spatialization

Element3D Positioned?Reason
Player footstepsNo (or subtle)Always audible
Enemy footstepsYesDirectional awareness
GunfireYesCombat awareness
MusicNoMood, non-diegetic
Ambient zoneYes (area)Environmental
UI soundsNoInterface feedback

Distance Behavior

DistanceSound Behavior
NearFull volume, full frequency
MediumVolume falloff, high-freq rolloff
FarLow volume, low-pass filter
MaxSilent or ambient hint

6. Platform Considerations

Format Selection

PlatformRecommended FormatReason
PCOGG Vorbis, WAVQuality, no licensing
ConsolePlatform-specificCertification
MobileMP3, AACSize, compatibility
WebWebM/Opus, MP3 fallbackBrowser support

Memory Budget

Game TypeAudio BudgetStrategy
Mobile casual10-50 MBCompressed, fewer variants
PC indie100-500 MBQuality focus
AAA1+ GBFull quality, many variants

7. Mix Hierarchy

Volume Balance Reference

CategoryRelative LevelNotes
Voice0 dB (reference)Always clear
Player SFX-3 to -6 dBProminent but not harsh
Music-6 to -12 dBFoundation, ducks for voice
Enemy SFX-6 to -9 dBImportant but not dominant
Ambient-12 to -18 dBSubtle background

Ducking Rules

WhenDuck WhatAmount
Voice playsMusic, Ambient-6 to -9 dB
ExplosionAll except explosionBrief duck
Menu openGameplay audio-3 to -6 dB

8. Anti-Patterns

Don'tDo
Play same sound repeatedlyUse variations (3-5 per sound)
Max volume everythingUse proper mix hierarchy
Ignore silenceSilence creates contrast
One music track loops foreverProvide variety, transitions
Skip audio in prototypePlaceholder audio matters

Remember: 50% of the game experience is audio. A muted game loses half its soul.

When not to use it

  • When playing the same sound repeatedly without variations
  • When setting all audio to maximum volume
  • When ignoring silence in audio design

Limitations

  • The skill advises against playing the same sound repeatedly
  • The skill advises against maxing out all audio volumes
  • The skill advises against ignoring silence in audio design

How it compares

This skill provides a structured system for categorizing, prioritizing, and integrating game audio, offering a systematic approach compared to ad-hoc sound design.

Compared to similar skills

game-audio side by side with the closest alternatives in the catalog.

SkillInstallsUpdatedSafetyDifficulty
game-audio (this skill)136moNo flagsIntermediate
game-design156moNo flagsBeginner
critic-judge-design04moNo flagsAdvanced
sequential-thinking1369moNo flagsIntermediate

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