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HunLuanZhiZhuHunLuanZhiZhu/Game-Studios-Plugin/skills/team-audio/SKILL.md

team-audio

Skill1 starsChanged 39 days agoMITView on GitHub

Orchestrate audio team: audio-director + sound-designer + technical-artist + gameplay-programmer for full audio pipeline from direction to implementation.

12 other projects use a version of this, 10 of them edited.

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We split this skill into the rules it gives an agent

20 rules. 8 are common, 6 are distinctive, and 6 are very specific to this project.

  • 8

    Common

    Most of the 11 edited versions we read keep these.

  • 6

    Distinctive

    This author's own choices. Worth a look.

  • 6

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    If no argument is provided, output usage guidance and exit without spawning any agents:

    line 10
  2. Common:

    When this skill is invoked with an argument, orchestrate the audio team through a structured pipeline.

    line 13
  3. Very specific:

    If --review [mode] was passed as an argument, use that mode.

    line 22
  4. Very specific:

    Read relevant design docs in design/gdd/ for the feature

    line 37
  5. Very specific:

    Read the sound bible at design/gdd/sound-bible.md if it exists

    line 38
  6. Very specific:

    Read existing audio asset lists in assets/audio/

    line 39
  7. Common:

    Read any existing sound design docs for this area

    line 40
  8. Common:

    Use the Task tool to spawn each team member as a subagent:

    line 44
  9. Common:

    Always provide full context in each agent's prompt (feature description, existing audio assets, design doc references).

    line 51
  10. Common:

    Create detailed SFX specifications for every audio event

    line 65
  11. Common:

    Check that no gameplay state is communicated by audio alone (all must have a visual fallback)

    line 74
  12. Distinctive:

    If no engine is configured, skip the specialist spawn.

    line 92
  13. Common:

    Write unit tests for audio event triggers

    line 100
  14. Common:

    If the pipeline stops because a dependency is unresolved (e.g., critical accessibility gap or missing GDD not resolved by the user):

    line 113
  15. Distinctive:

    All file writes (audio design docs, SFX specs, implementation files) are delegated to sub-agents spawned via Task.

    line 119
  16. Very specific:

    Use /dev-story to implement the audio manager and event system once the design is approved.

    line 126
  17. Very specific:

    Run /asset-audit after audio assets are created to verify naming and format compliance.

    line 127
  18. Distinctive:

    If any spawned agent (via Task) returns BLOCKED, errors, or cannot complete:

    line 131
  19. Distinctive:

    Assess dependencies: Check whether the blocked agent's output is required by subsequent phases.

    line 134
  20. Distinctive:

    Stop here and resolve the blocker first

    line 138

“Common” is measured: kept by at least 6 in 10 of the 11 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

If no argument is provided, output usage guidance and exit without spawning any agents:

Usage: /team-audio [feature or area] — specify the feature or area to design audio for (e.g., combat, main menu, forest biome, boss encounter). Do not use AskUserQuestion here; output the guidance directly.

When this skill is invoked with an argument, orchestrate the audio team through a structured pipeline.

Decision Points: At each step transition, use AskUserQuestion to present the user with the subagent's proposals as selectable options. Write the agent's full analysis in conversation, then capture the decision with concise labels. The user must approve before moving to the next step.

Phase 0: Resolve Review Mode

  1. If --review [mode] was passed as an argument, use that mode.
  2. Else read production/review-mode.txt — use whatever is written there.
  3. Else default to lean.

Modes:

  • full — spawn all director and lead gates as described
  • lean — skip director gates unless they are PHASE-GATE type (CD-PHASE-GATE, TD-PHASE-GATE, PR-PHASE-GATE, AD-PHASE-GATE)
  • solo — skip all director gate spawning entirely; run the skill without any agent gates

Store the resolved mode for use in all subsequent phases.

  1. Read the argument for the target feature or area (e.g., combat, main menu, forest biome, boss encounter).
  2. Gather context:
    • Read relevant design docs in design/gdd/ for the feature
    • Read the sound bible at design/gdd/sound-bible.md if it exists
    • Read existing audio asset lists in assets/audio/
    • Read any existing sound design docs for this area

How to Delegate

Use the Task tool to spawn each team member as a subagent:

  • subagent_type: audio-director — Sonic identity, emotional tone, audio palette
  • subagent_type: sound-designer — SFX specifications, audio events, mixing groups
  • subagent_type: technical-artist — Audio middleware, bus structure, memory budgets
  • subagent_type: [primary engine specialist] — Validate audio integration patterns for the engine
  • subagent_type: gameplay-programmer — Audio manager, gameplay triggers, adaptive music

Always provide full context in each agent's prompt (feature description, existing audio assets, design doc references).

  1. Orchestrate the audio team in sequence:

Step 1: Audio Direction (audio-director)

Spawn the audio-director agent to:

  • Define the sonic identity for this feature/area
  • Specify the emotional tone and audio palette
  • Set music direction (adaptive layers, stems, transitions)
  • Define audio priorities and mix targets
  • Establish any adaptive audio rules (combat intensity, exploration, tension)

Step 2: Sound Design and Audio Accessibility (parallel)

Spawn the sound-designer agent to:

  • Create detailed SFX specifications for every audio event
  • Define sound categories (ambient, UI, gameplay, music, dialogue)
  • Specify per-sound parameters (volume range, pitch variation, attenuation)
  • Plan audio event list with trigger conditions
  • Define mixing groups and ducking rules

Spawn the accessibility-specialist agent in parallel to:

  • Identify which audio events carry critical gameplay information (damage received, enemy nearby, objective complete) and require visual alternatives for hearing-impaired players
  • Specify subtitle requirements: which audio events need captions, what text format, on-screen duration
  • Check that no gameplay state is communicated by audio alone (all must have a visual fallback)
  • Review the audio event list for any that could cause issues for players with auditory sensitivities (high-frequency alerts, sudden loud events)
  • Output: audio accessibility requirements list integrated into the audio event spec

Step 3: Technical Implementation (parallel)

Spawn the technical-artist agent to:

  • Design the audio middleware integration (Wwise/FMOD/native)
  • Define audio bus structure and routing
  • Specify memory budgets for audio assets per platform
  • Plan streaming vs preloaded asset strategy
  • Design any audio-reactive visual effects

Spawn the primary engine specialist in parallel (from .studio/technical-preferences.md Engine Specialists) to validate the integration approach:

  • Is the proposed audio middleware integration idiomatic for the engine? (e.g., Godot's built-in AudioStreamPlayer vs FMOD, Unity's Audio Mixer vs Wwise, Unreal's MetaSounds vs FMOD)
  • Any engine-specific audio node/component patterns that should be used?
  • Known audio system changes in the pinned engine version that affect the integration plan?
  • Output: engine audio integration notes to merge with the technical-artist's plan

If no engine is configured, skip the specialist spawn.

Step 4: Code Integration (gameplay-programmer)

Spawn the gameplay-programmer agent to:

  • Implement audio manager system or review existing
  • Wire up audio events to gameplay triggers
  • Implement adaptive music system (if specified)
  • Set up audio occlusion/reverb zones
  • Write unit tests for audio event triggers
  1. Compile the audio design document combining all team outputs.
  2. Save to design/audio/audio-[feature].md.

    Note: If design/audio/ does not exist, the sub-agent writing the document should create it (the directory will be created automatically when the file is written).

  3. Output a summary with: audio event count, estimated asset count, implementation tasks, and any open questions between team members.

Verdict: COMPLETE — audio design document produced and team pipeline finished.

If the pipeline stops because a dependency is unresolved (e.g., critical accessibility gap or missing GDD not resolved by the user):

Verdict: BLOCKED — [reason]

File Write Protocol

All file writes (audio design docs, SFX specs, implementation files) are delegated to sub-agents spawned via Task. Each sub-agent enforces the "May I write to [path]?" protocol. This orchestrator does not write files directly.

Next Steps

  • Review the audio design doc with the audio-director before implementation begins.
  • Use /dev-story to implement the audio manager and event system once the design is approved.
  • Run /asset-audit after audio assets are created to verify naming and format compliance.

Error Recovery Protocol

If any spawned agent (via Task) returns BLOCKED, errors, or cannot complete:

  1. Surface immediately: Report "[AgentName]: BLOCKED — [reason]" to the user before continuing to dependent phases
  2. Assess dependencies: Check whether the blocked agent's output is required by subsequent phases. If yes, do not proceed past that dependency point without user input.
  3. Offer options via AskUserQuestion with choices:
    • Skip this agent and note the gap in the final report
    • Retry with narrower scope
    • Stop here and resolve the blocker first
  4. Always produce a partial report — output whatever was completed. Never discard work because one agent blocked.

Common blockers:

  • Input file missing (story not found, GDD absent) → redirect to the skill that creates it
  • ADR status is Proposed → do not implement; run /architecture-decision first
  • Scope too large → split into two stories via /create-stories
  • Conflicting instructions between ADR and story → surface the conflict, do not guess

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