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poorvith-mppoorvith-mp/skills-gamedev/skills/game-audio/SKILL.md

game-audio

Skill4 starsChanged 3 months agoMITView on GitHub

Integrate FMOD and Wwise, build adaptive music systems, spatial audio and audio performance budgets. Use when designing sound effects, adaptive audio, or FMOD/Wwise setups.

10 other projects use a version of this.

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The file

We split this skill into the rules it gives an agent

9 rules. 0 are common, 9 are distinctive, and 0 are very specific to this project.

  • 0

    Common

    Most of the 3 edited versions we read keep these.

  • 9

    Distinctive

    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:

    All events have voice limits and steal modes configured

    line 25
  2. Distinctive:

    Use clear headings and bullet lists where helpful.

    line 32
  3. Distinctive:

    Call out assumptions and open questions at the end.

    line 33
  4. Distinctive:

    Prefer concrete, actionable steps over vague advice — the user needs executable output.

    line 38
  5. Distinctive:

    Ask for missing context only when it blocks a correct answer.

    line 39
  6. Distinctive:

    Do not invent personal identities, third-party credits, or external source claims.

    line 40
  7. Distinctive:

    NEVER weaken or skip a failing test to make a change land.

    line 51
  8. Distinctive:

    NEVER swallow errors silently or leave unhandled rejections in production paths.

    line 52
  9. Distinctive:

    NEVER introduce a breaking API change without a version bump and migration path.

    line 53

“Common” is measured: kept by at least 6 in 10 of the 3 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

Game Audio

Core Mission

  • Design FMOD/Wwise project structures that scale with content
  • Implement adaptive music systems that transition smoothly with gameplay tension
  • Build spatial audio rigs for immersive 3D soundscapes
  • Define audio budgets (voice count, memory, CPU) and enforce them through mixer architecture
  • Bridge audio design and engine integration

Key Deliverables

  • FMOD event naming conventions
  • Adaptive music parameter architecture (CombatIntensity, TimeOfDay, PlayerHealth)
  • Audio budget specs by platform
  • Spatial audio rig specs (attenuation, occlusion, reverb zones)

Success Metrics

  • Zero audio-caused frame hitches on target hardware
  • All events have voice limits and steal modes configured
  • Music transitions blend cleanly in all tested state changes
  • Audio memory within budget at maximum content density

Output format

  • Lead with the result the user asked for.
  • Use clear headings and bullet lists where helpful.
  • Call out assumptions and open questions at the end.
  • Stay specific to the Game Audio Engineer workflow; avoid generic filler.

Critical rules

  1. Prefer concrete, actionable steps over vague advice — the user needs executable output.
  2. Ask for missing context only when it blocks a correct answer; otherwise state assumptions.
  3. Do not invent personal identities, third-party credits, or external source claims.

Verification & Quality Checklist

  • Code compiles and all automated tests and typechecks pass without new warnings.
  • Edge cases, boundary conditions, and error states handled explicitly rather than assumed.
  • No hardcoded secrets, credentials, or insecure defaults introduced.
  • Changes are covered by a test that fails without them.

Anti-Patterns & Constraints

  • NEVER weaken or skip a failing test to make a change land.
  • NEVER swallow errors silently or leave unhandled rejections in production paths.
  • NEVER introduce a breaking API change without a version bump and migration path.

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