interactive-audio-design
Skill220 starsChanged 18 days agoMITView on GitHub
Use when gameplay state must drive sound and music reactively—specify stems, crossfades, stingers, horizontal resequencing, sound-effect pools, round-robin variation, spatialization, bus ducking, voice limits, and memory or streaming ceilings. Stop at the reactive-system blueprint; downstream schema packaging, media generation, and runtime code are separate.
In this repository179 other files it gives its agents.
- AGENTS.mdAGENTS.md
- chrono/CLAUDE.mdCLAUDE.md
- CLAUDE.mdCLAUDE.md
- accessible-media-authoringSkill
- agentic-safety-auditSkill
- agent-prompt-engineeringSkill
- audio-event-map-authoringSkill
- auto-scaffoldSkill
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- detection-as-codeSkill
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- differential-reviewSkill
- dimensional-analysis-checkSkill
- dual-level-retrievalSkill
- durable-nonce-exploitationSkill
- erc1271-revert-data-checkSkill
- error-based-sstiSkill
- evm-audit-flowSkill
- figma-implement-designSkill
- findings-filterSkill
- forensic-timeline-authoringSkill
- game-design-fundamentalsSkill
- game-mechanics-balancingSkill
- head-tailSkill
- incident-response-runbookSkill
- interface-ambiguity-checkSkill
- keyword-clusteringSkill
- knowledge-base-integrationSkill
- known-advisory-backport-checkSkill
- layered-analysis-loopSkill
- level-design-patternsSkill
- locale-adaptationSkill
- multi-stance-audit-fanoutSkill
- narrative-structureSkill
- osint-platform-auditSkill
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- persuasive-technical-writingSkill
- platform-complianceSkill
- player-engagement-psychologySkill
- pre-audit-threat-modelSkill
- program-rubric-lookupSkill
- read-only-reentrancy-checkSkill
- requirements-elicitationSkill
- review-severity-ladderSkill
- rule6-rights-gateSkill
- The first 60 shown.
The file
We split this skill into the rules it gives an agent
1 rule. About 0 are common, 1 is distinctive, and 0 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈1
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 20
Every audio state has entry/exit + transition behavior.
≈ “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
Interactive Audio Design
Design the interactive layer over generated audio assets: adaptive music, dynamic SFX systems, spatial audio, mix/ducking, and audio state machines.
Steps
- Derive audio states from the game state model (menu, explore, combat, etc.); define entry/exit and transition rules between them.
- Design adaptive music as layers/stems with transition behavior (crossfade, stinger, horizontal re-sequence) tied to state.
- Design the SFX system: sound pools, round-robin/randomization to avoid repetition, and spatialization rules.
- Define mix buses and ducking rules (e.g. duck SFX under dialogue) as deterministic parameters, not vibes.
- For each cue, specify trigger, parameters, and a memory/voice-count/streaming budget; name the middleware/runtime target.
- Hand rendering to the audio asset specialists and integration to
game-engineer; never self-clear voice-likeness.
Acceptance
- Every audio state has entry/exit + transition behavior; no unbounded voice count.
- Mix and ducking rules are deterministic and parameterized.
- Each cue names its trigger, parameters, and budget; middleware target stated.
Does it work?
Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.
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