Smithery Logo
MCPsSkillsDocsPricing
Login
Smithery Logo

Accelerating the Agent Economy

Resources

DocumentationPrivacy PolicySystem Status

Company

PricingAboutBlog

Connect

© 2026 Smithery. All rights reserved.

    davila7

    game-audio

    davila7/game-audio
    Design
    19,892
    11 installs

    About

    SKILL.md

    Install

    Install via Skills CLI

    or add to your agent
    • Claude Code
      Claude Code
    • Codex
      Codex
    • OpenClaw
      OpenClaw
    • Cursor
      Cursor
    • Amp
      Amp
    • GitHub Copilot
      GitHub Copilot
    • Gemini CLI
      Gemini CLI
    • Kilo Code
      Kilo Code
    • Junie
      Junie
    • Replit
      Replit
    • Windsurf
      Windsurf
    • Cline
      Cline
    • Continue
      Continue
    • OpenCode
      OpenCode
    • OpenHands
      OpenHands
    • Roo Code
      Roo Code
    • Augment
      Augment
    • Goose
      Goose
    • Trae
      Trae
    • Zencoder
      Zencoder
    • Antigravity
      Antigravity
    ├─
    ├─
    └─

    About

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

    SKILL.md

    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

    Ducking Rules

    When Duck What Amount
    Voice plays Music, Ambient -6 to -9 dB
    Explosion All except explosion Brief duck
    Menu open Gameplay audio -3 to -6 dB

    8. Anti-Patterns

    Don't Do
    Play same sound repeatedly Use variations (3-5 per sound)
    Max volume everything Use proper mix hierarchy
    Ignore silence Silence creates contrast
    One music track loops forever Provide variety, transitions
    Skip audio in prototype Placeholder audio matters

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

    Recommended Servers
    Unicorn or Bust
    Unicorn or Bust
    Audioscrape
    Audioscrape
    Repository
    davila7/claude-code-templates
    Files