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game-audio

Skill44 starsChanged 22 days agoMITView on GitHub

Design game sound effects, music loops and NPC voices.

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SKILL.md

Game Audio Skill

Sound design with forge_sfx, forge_music and forge_voice: all offline by default, deterministic per seed, recorded in the ledger. Provider engines (ElevenLabs, Edge, your Hermes TTS) are opt-in.

When to Use

Any request for sound effects, background music, jingles, stingers, adaptive stems or character voices.

Prerequisites

None for synth/compose/babble. ffmpeg enables FX on TTS voices and MP3 compression in exports.

How to Run

  • SFX: pick the preset nearest the action, then variations=3-5 so repeats never sound identical. Tweak with sfxr params (base_freq pitch, freq_ramp slide, env_decay length, wave_type).
  • Music: forge_music mood=<heroic|happy|adventure|sad|mysterious|tense|boss|chill|spooky|victory> style=<chiptune|synthwave|ambient|orchestral> bars=16. Loops are seamless. stems=true for layering.
  • Voices: define the cast once, then send lines. babble gives every character a recognisable pitched-blip voice with no TTS; fx (goblin, giant, robot, ghost, radio, demon, fairy, elder, cave) works on any engine.

Quick Reference — action → preset

ActionPreset / style
Pickup, scorecoin retro
Jumpjump
Shootlaser
Hit / damagehit crunchy
Enemy deathexplosion crunchy
Meleewhoosh + thud
Level uppowerup modern
Heal, magicheal, magic
UIclick, blip
Footstepsfootstep variations=4

Pitfalls

  • Mix: music around −16 dB RMS sits under SFX; keep music volume ≈ 0.35 in game.json.
  • One mood per area; switching mid-loop breaks the seamless loop.

Verification

Results report durations; share attaches the first file so the user can listen.

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