Agent skill · creative production · erichowens

sound-engineer

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

Why this skill is useful

Provides specialized knowledge in spatial audio techniques and middleware integration that the AI wouldn't reliably generate on its own.

What it needs

Requires ffmpeg installed locally. About 6k tokens when loaded. Last updated 2026-07-14. 180 stars on the source repository.

What this skill does

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 MCP Purpose ----- --------- ElevenLabs texttosoundeffects - Generate UI sounds, notifications, impacts Firecrawl Research Wwise/FMOD docs, DSP algorithms, platform guidelines WebFetch Fetch Apple/Android audio session documentation Expert vs Novice Shibboleths Topic Novice Expert ------- -------- -------- 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 rolloff Linear attenuation Inverse square with reference distance; logarithmic for realism CPU budget "Audio is cheap" Knows 5-10% budget; HRTF conv …

How to use it

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

@skills erichowens/sound-engineer

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