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Audio & voice48k · #3072

game-audio

Lets your agent work with game sounds and music. It handles sound design and how music adapts to the game.

What it does

This tool helps understand how to create sounds and music for games. It explains different sound types, how to combine them, and how to make them react to in-game events.

When to use it

  • ✓When creating sounds for a new game.
  • ✓When trying to improve sounds in an existing game.
  • ✓When learning about game sound design.

Example of what to ask your AI

“How should I organize music and sound effects in an action game?”

Want more? Open the sections below.

How to use

The easiest way: copy the message below and paste it into Claude, ChatGPT, Cursor or any AI. It reads the skill and follows the instructions.

Skill link

https://github.com/sickn33/agentic-awesome-skills/blob/main/plugins/agentic-awesome-skills-claude/skills/game-development/game-audio/SKILL.md

Ready-to-paste message

Use this skill to help me: https://github.com/sickn33/agentic-awesome-skills/blob/main/plugins/agentic-awesome-skills-claude/skills/game-development/game-audio/SKILL.md Read the SKILL.md file at that link and follow its instructions for my task.
How it works

It categorizes sounds (music, effects, ambient, etc.) and defines their importance. It also suggests how to build complex sounds by layering parts and how music should change based on game action.

Installation

Easiest way: copy the skill link and paste it into Claude, ChatGPT or Cursor asking it to follow the instructions.

In the terminal (Claude Code, Codex, Cursor), in your project folder:

npx skills add sickn33/agentic-awesome-skills --skill game-audio

Or download just the file:

curl -L https://raw.githubusercontent.com/sickn33/agentic-awesome-skills/main/plugins/agentic-awesome-skills-claude/skills/game-development/game-audio/SKILL.md -o SKILL.md
Technical content (original SKILL.md)

Original text by the author, straight from GitHub.

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

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

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

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

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. 3D Audio Decisions

Spatialization

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 Behavior

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

6. Platform Considerations

Format Selection

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

Memory Budget

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

7. Mix Hierarchy

Volume Balance Reference

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

…

FAQ

Why is voice more important than music?

Voice (dialogue, narration) is crucial for understanding the story and instructions, so it must always be audible, even if music needs to be lowered.

What is 'ducking'?

'Ducking' is when one sound (like music) automatically lowers its volume to make space for a more important sound (like dialogue).

Why use variations of the same sound?

Using variations (similar but not identical sounds) makes the game feel more natural and less repetitive, preventing players from getting tired of hearing the same sound repeatedly.

Details

Original description by the author

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

repo: sickn33/agentic-awesome-skills

Popularity

GitHub stars
48k
Ranking position
#3072
License
MIT
Updated
10/15/2026

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