Agent skill · creative production · aiskillstore

game-audio

Game audio principles. Sound design, music integration, adaptive audio systems.

Why this skill is useful

Provides detailed adaptive audio design principles and integration techniques specific to game development that the AI wouldn't reliably generate on its own.

What it needs

About 4k tokens when loaded. Last updated 2026-08-07. 405 stars on the source repository.

What this skill does

Game Audio Principles Sound design and music integration for immersive game experiences. --- 1. Audio Category System Category Definitions 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 Priority Hierarchy --- 2. Sound Design Decisions SFX Creation Approach 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 Layering Structure 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 --- 3. Music Integration Music State System Transition Techniques 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 --- 4. Adaptive Audio Decisions Intensity Parameters 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 Vertical vs Horizontal 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 --- 5. …

How to use it

Reference it in AdaL, Claude Code, Cursor or any coding agent — nothing to install:

@skills aiskillstore/game-audio

View the source on GitHub

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