audio-implementation
Skill105 starsChanged 8 months agoMITView on GitHub
Integrate music, SFX, VO, mixing, and reactive audio behavior so audio supports gameplay and UX.
In this repository117 other files it gives its agents.
- AGENTS.mdAGENTS.md
- .codex/AGENTS.mdAGENTS.md
- CLAUDE.mdCLAUDE.md
- .github/copilot-instructions.mdCopilot instructions
- .cursor/rules/00-project-context.mdcCursor rule
- .cursor/rules/01-engine-isolation.mdcCursor rule
- .cursor/rules/02-workflow.mdcCursor rule
- .cursor/rules/03-doc-sync.mdcCursor rule
- .cursor/rules/README.mdCursor rule
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- The first 60 shown.
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
- Distinctive: line 28
ensure critical information is not audio-only without backup
- Distinctive: line 29
test audio in representative gameplay contexts
- Distinctive: line 58
Keep this skill aligned with the relevant rules layer and current project documentation.
- Distinctive: line 59
If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
≈ “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.
Files
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
- define event-driven audio behaviors and ownership
- set category mixing and ducking rules
- handle looping, transitions, and interrupt behavior deliberately
- ensure critical information is not audio-only without backup
- 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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