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MRCalderon3DMRCalderon3D/everything-game-dev-code/skills/art-audio-content/audio-implementation/SKILL.md

audio-implementation

Skill105 starsChanged 8 months agoMITView on GitHub

Integrate music, SFX, VO, mixing, and reactive audio behavior so audio supports gameplay and UX.

The file

We split this skill into the rules it gives an agent

4 rules. About 0 are common, 4 are distinctive, and 0 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈4

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 0

    Very specific

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

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    ensure critical information is not audio-only without backup

    line 28
  2. Distinctive:

    test audio in representative gameplay contexts

    line 29
  3. Distinctive:

    Keep this skill aligned with the relevant rules layer and current project documentation.

    line 58
  4. Distinctive:

    If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.

    line 59

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “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

Audio Implementation

Purpose

Integrate music, SFX, VO, mixing, and reactive audio behavior so audio supports gameplay and UX.

Use When

  • audio content is entering implementation
  • mixing is unclear
  • audio cues matter for gameplay or accessibility

Inputs

  • audio design goals
  • event map
  • platform constraints
  • subtitle or accessibility requirements

Process

  1. define event-driven audio behaviors and ownership
  2. set category mixing and ducking rules
  3. handle looping, transitions, and interrupt behavior deliberately
  4. ensure critical information is not audio-only without backup
  5. test audio in representative gameplay contexts

Outputs

  • audio implementation map
  • mixing rules
  • event-trigger notes
  • accessibility follow-up items

Quality Bar

  • is usable by content creators without tribal knowledge
  • respects quality bars and runtime constraints together
  • defines validation and ownership for content flow

Common Failure Modes

  • style consistency that ignores gameplay readability
  • manual pipeline steps that create drift
  • content that cannot be validated before release

Related Agents

  • audio-designer
  • ui-ux-designer
  • accessibility-reviewer

Related Commands

  • audio-pass
  • verify
  • update-docs

Notes

  • Keep this skill aligned with the relevant rules layer and current project documentation.
  • If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.

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