SO

sound-engineer

Specialized engineering for spatial audio, interactive sound systems, and UI feedback in games and apps.

Install

mkdir -p .claude/skills/sound-engineer && curl -L -o skill.zip "https://agentskills.codes/api/skills/download/273" && unzip -o skill.zip -d .claude/skills/sound-engineer && rm skill.zip

Installs to .claude/skills/sound-engineer

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.

Expert in spatial audio, procedural sound design, game audio middleware, and app UX sound design. Specializes in HRTF/Ambisonics, Wwise/FMOD integration, UI sound design, and adaptive music
189 charsno explicit “when” trigger
Advanced

Key capabilities

  • Implement HRTF-based spatial audio
  • Design procedural sound systems for environments
  • Integrate audio middleware like Wwise and FMOD
  • Develop adaptive music and UI sound systems
  • Manage mobile audio sessions and interruptions

How it works

The skill applies digital signal processing and middleware logic to create interactive audio, using HRTF for spatialization and procedural synthesis for dynamic soundscapes.

Inputs & outputs

You give it
Audio design requirements and platform context
You get back
Implemented audio system logic or middleware configuration

When to use sound-engineer

  • Implementing spatial audio
  • Designing UI interaction sounds
  • Setting up procedural footstep systems

About this skill

Sound Engineer: Spatial Audio, Procedural Sound & App UX Audio

Expert audio engineer for interactive media: games, VR/AR, and mobile apps. Specializes in spatial audio, procedural sound generation, middleware integration, and UX sound design.

When to Use This Skill

Use for:

  • Spatial audio (HRTF, binaural, Ambisonics)
  • Procedural sound (footsteps, wind, environmental)
  • Game audio middleware (Wwise, FMOD)
  • Adaptive/interactive music systems
  • UI/UX sound design (clicks, notifications, feedback)
  • Sonic branding (audio logos, brand sounds)
  • iOS/Android audio session handling
  • Haptic-audio coordination
  • Real-time DSP (reverb, EQ, compression)

Do NOT use for:

  • Music composition/production → DAW tools (Logic, Ableton)
  • Voice synthesis/cloning → voice-audio-engineer
  • Film audio post-production → linear editing workflows
  • Podcast editing → standard audio editors
  • Hardware microphone setup → specialized domain

MCP Integrations

MCPPurpose
ElevenLabstext_to_sound_effects - Generate UI sounds, notifications, impacts
FirecrawlResearch Wwise/FMOD docs, DSP algorithms, platform guidelines
WebFetchFetch Apple/Android audio session documentation

Expert vs Novice Shibboleths

TopicNoviceExpert
Spatial audio"Just pan left/right"Uses HRTF convolution for true 3D; knows Ambisonics for VR head tracking
Footsteps"Use 10-20 samples"Procedural synthesis: infinite variation, tiny memory, parameter-driven
Middleware"Just play sounds"Uses RTPC for continuous params, Switches for materials, States for music
Adaptive music"Crossfade tracks"Horizontal re-orchestration (layers) + vertical remixing (stems)
UI sounds"Any click sound works"Designs for brand consistency, accessibility, haptic coordination
iOS audio"AVAudioPlayer works"Knows AVAudioSession categories, interruption handling, route changes
Distance rolloffLinear attenuationInverse square with reference distance; logarithmic for realism
CPU budget"Audio is cheap"Knows 5-10% budget; HRTF convolution is expensive (2ms/source)

Common Anti-Patterns

Anti-Pattern: Sample-Based Footsteps at Scale

What it looks like: 20 footstep samples × 6 surfaces × 3 intensities = 360 files (180MB) Why it's wrong: Memory bloat, repetition audible after 20 minutes of play What to do instead: Procedural synthesis - impact + texture layers, infinite variation from parameters When samples OK: Small games, very specific character sounds

Anti-Pattern: HRTF for Every Sound

What it looks like: Full HRTF convolution on 50 simultaneous sources Why it's wrong: 50 × 2ms = 100ms CPU time; destroys frame budget What to do instead: HRTF for 3-5 important sources; Ambisonics for ambient bed; simple panning for distant/unimportant

Anti-Pattern: Ignoring Audio Sessions (Mobile)

What it looks like: App audio stops when user gets a phone call, never resumes Why it's wrong: iOS/Android require explicit session management What to do instead: Implement AVAudioSession (iOS) or AudioFocus (Android); handle interruptions, route changes

Anti-Pattern: Hard-Coded Sounds

What it looks like: PlaySound("footstep_concrete_01.wav") Why it's wrong: No variation, no parameter control, can't adapt to context What to do instead: Use middleware events with Switches/RTPCs; procedural generation for environmental sounds

Anti-Pattern: Loud UI Sounds

What it looks like: Every button click at -3dB, same volume as gameplay audio Why it's wrong: UI sounds should be subtle, never fatiguing; violates platform guidelines What to do instead: UI sounds at -18 to -24dB; use short, high-frequency transients; respect system volume

Evolution Timeline

Pre-2010: Fixed Audio

  • Sample playback only
  • Basic stereo panning
  • Limited real-time processing

2010-2015: Middleware Era

  • Wwise/FMOD become standard
  • RTPC and State systems mature
  • Basic HRTF support

2016-2020: VR Audio Revolution

  • Ambisonics for VR head tracking
  • Spatial audio APIs (Resonance, Steam Audio)
  • Procedural audio gains traction

2021-2024: AI & Mobile

  • ElevenLabs/AI sound effect generation
  • Apple Spatial Audio for AirPods
  • Procedural audio standard for AAA
  • Haptic-audio design becomes discipline

2025+: Current Best Practices

  • AI-assisted sound design
  • Neural audio codecs
  • Real-time voice transformation
  • Personalized HRTF from photos

Core Concepts

Spatial Audio Approaches

ApproachCPU CostQualityUse Case
Stereo panning~0.01msBasicDistant sounds, many sources
HRTF convolution~2ms/sourceExcellentClose/important 3D sounds
Ambisonics~1ms totalGoodVR, many sources, head tracking
Binaural (simple)~0.1ms/sourceDecentBudget/mobile spatial

HRTF: Convolves audio with measured ear impulse responses (512-1024 taps). Creates convincing 3D positioning including elevation.

Ambisonics: Encodes sound field as spherical harmonics (W,X,Y,Z for 1st order). Rotation-invariant, efficient for many sources.

// Key insight: encode once, rotate cheaply
AmbisonicSignal encode(mono_input, direction) {
    return {
        mono * 0.707f,      // W (omnidirectional)
        mono * direction.x, // X (front-back)
        mono * direction.y, // Y (left-right)
        mono * direction.z  // Z (up-down)
    };
}

Procedural Footsteps

Why procedural beats samples:

  • ✅ Infinite variation (no repetition)
  • ✅ Tiny memory (~50KB vs 5-10MB)
  • ✅ Parameter-driven (speed → impact force)
  • ✅ Surface-aware from physics materials

Core synthesis:

  1. Impact burst (20ms noise + resonant tone)
  2. Surface texture (gravel = granular, grass = filtered noise)
  3. Debris (scattered micro-impacts)
  4. Surface EQ (metal = bright, grass = muffled)
// Surface resonance frequencies (expert knowledge)
float get_resonance(Surface s) {
    switch(s) {
        case Concrete: return 150.0f;  // Low, dull
        case Wood:     return 250.0f;  // Mid, warm
        case Metal:    return 500.0f;  // High, ringing
        case Gravel:   return 300.0f;  // Crunchy mid
        default:       return 200.0f;
    }
}

Wwise/FMOD Integration

Key abstractions:

  • Events: Trigger sounds (footstep, explosion, ambient loop)
  • RTPC: Continuous parameters (speed 0-100, health 0-1)
  • Switches: Discrete choices (surface type, weapon type)
  • States: Global context (music intensity, underwater)
// Material-aware footsteps via Wwise
void OnFootDown(FHitResult& hit) {
    FString surface = DetectSurface(hit.PhysMaterial);
    float speed = GetVelocity().Size();

    SetSwitch("Surface", surface, this);        // Concrete/Wood/Metal
    SetRTPCValue("Impact_Force", speed/600.0f); // 0-1 normalized
    PostEvent(FootstepEvent, this);
}

UI/UX Sound Design

Principles for app sounds:

  1. Subtle - UI sounds at -18 to -24dB
  2. Short - 50-200ms for most interactions
  3. Consistent - Same family/timbre across app
  4. Accessible - Don't rely solely on audio for feedback
  5. Haptic-paired - iOS haptics should match audio characteristics

Sound types:

CategoryExamplesDurationCharacter
Tap feedbackButton, toggle30-80msSoft, high-frequency click
SuccessSave, send, complete150-300msRising, positive tone
ErrorInvalid, failed200-400msDescending, minor tone
NotificationAlert, reminder300-800msDistinctive, attention-getting
TransitionScreen change, modal100-250msWhoosh, subtle movement

iOS/Android Audio Sessions

iOS AVAudioSession categories:

  • .ambient - Mixes with other audio, silenced by ringer
  • .playback - Interrupts other audio, ignores ringer
  • .playAndRecord - For voice apps
  • .soloAmbient - Default, silences other audio

Critical handlers:

  • Interruption (phone call)
  • Route change (headphones unplugged)
  • Secondary audio (Siri)
// Proper iOS audio session setup
func configureAudioSession() {
    let session = AVAudioSession.sharedInstance()
    try? session.setCategory(.playback, mode: .default, options: [.mixWithOthers])
    try? session.setActive(true)

    NotificationCenter.default.addObserver(
        self,
        selector: #selector(handleInterruption),
        name: AVAudioSession.interruptionNotification,
        object: nil
    )
}

Performance Targets

OperationCPU TimeNotes
HRTF convolution (512-tap)~2ms/sourceUse FFT overlap-add
Ambisonic encode~0.1ms/sourceVery efficient
Ambisonic decode (binaural)~1ms totalSupports many sources
Procedural footstep~1-2msvs 500KB per sample
Wind synthesis~0.5ms/frameReal-time streaming
Wwise event post<0.1msNegligible
iOS audio callback5-10ms budgetAt 48kHz/512 samples

Budget guideline: Audio should use 5-10% of frame time.

Quick Reference

Spatial Audio Decision Tree

  • VR with head tracking? → Ambisonics
  • Few important sources? → Full HRTF
  • Many background sources? → Simple panning + distance rolloff
  • Mobile with limited CPU? → Binaural (simple) or panning

When to Use Procedural Audio

  • Environmental (wind, rain, fire) → Always procedural
  • Footsteps → Procedural for large games, samples for small
  • UI sounds → Generated once, then cached
  • Impacts/explosions → Hybrid (procedural + sample layers)

Platform Audio Sessions

  • Game with music: .ambient + mixWithOthers
  • Meditation/focus app: .playback (interrupt music)
  • Voice chat: .playAndRecord
  • Video player: .playback


Content truncated.

When not to use it

  • Music composition or production
  • Film audio post-production
  • Voice cloning or TTS generation

Prerequisites

Audio middleware project (Wwise/FMOD)Target platform audio session management

Limitations

  • HRTF convolution is CPU intensive
  • Requires specific middleware knowledge

How it compares

It focuses on interactive, real-time audio systems rather than static, linear audio production, prioritizing CPU efficiency and dynamic responsiveness.

Compared to similar skills

sound-engineer side by side with the closest alternatives in the catalog.

SkillInstallsUpdatedSafetyDifficulty
sound-engineer (this skill)205moReviewAdvanced
ui-ux-pro-max1,9095moReviewIntermediate
drawio-diagrams-enhanced1,3209moReviewIntermediate
svg-precision5274moReviewIntermediate

Try saying

Example prompts that trigger this skill in your AI assistant.

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