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Skill
game-audio
Game audio principles. Sound design, music integration, adaptive audio systems.
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Download
vodailocz-kilo-kit-mcp-skills_games_game-audio-0448e6c.zip · 2 KB
Install
skills CLI
npx skills add https://github.com/VoDaiLocz/kilo-kit-mcp/tree/main/skills/games/game-audio
Claude Code
claude plugin marketplace add https://llmmart.ai/marketplace.json && claude plugin install vodailocz-kilo-kit-mcp@llmmart
Git
git clone https://github.com/VoDaiLocz/kilo-kit-mcp.git
The skills CLI installs just this skill, for any of its supported agents. Claude Code installs the whole vodailocz/kilo-kit-mcp collection as a plugin from our marketplace. Git is the plain clone.
Skill manifest
Game Audio Principles
Sound design and music integration for immersive game experiences.
1. Audio Category System
Category Definitions
| Category | Behavior | Examples |
|---|---|---|
| Music | Looping, crossfade, ducking | BGM, combat music |
| SFX | One-shot, 3D positioned | Footsteps, impacts |
| Ambient | Looping, background layer | Wind, crowd, forest |
| UI | Immediate, non-3D | Button clicks, notifications |
| Voice | Priority, ducking trigger | Dialogue, announcer |
Priority Hierarchy
When sounds compete for channels:
1. Voice (highest - always audible)
2. Player SFX (feedback critical)
3. Enemy SFX (gameplay important)
4. Music (mood, but duckable)
5. Ambient (lowest - can drop)
2. Sound Design Decisions
SFX Creation Approach
| Approach | When to Use | Trade-offs |
|---|---|---|
| Recording | Realistic needs | High quality, time intensive |
| Synthesis | Sci-fi, retro, UI | Unique, requires skill |
| Library samples | Fast production | Common sounds, licensing |
| Layering | Complex sounds | Best results, more work |
Layering Structure
| Layer | Purpose | Example: Gunshot |
|---|---|---|
| Attack | Initial transient | Click, snap |
| Body | Main character | Boom, blast |
| Tail | Decay, room | Reverb, echo |
| Sweetener | Special sauce | Shell casing, mechanical |
3. Music Integration
Music State System
Game State → Music Response
│
├── Menu → Calm, loopable theme
├── Exploration → Ambient, atmospheric
├── Combat detected → Transition to tension
├── Combat engaged → Full battle music
├── Victory → Stinger + calm transition
├── Defeat → Somber stinger
└── Boss → Unique, multi-phase track
Transition Techniques
| Technique | Use When | Feel |
|---|---|---|
| Crossfade | Smooth mood shift | Gradual |
| Stinger | Immediate event | Dramatic |
| Stem mixing | Dynamic intensity | Seamless |
| Beat-synced | Rhythmic gameplay | Musical |
| Queue point | Next natural break | Clean |
4. Adaptive Audio Decisions
Intensity Parameters
| Parameter | Affects | Example |
|---|---|---|
| Threat level | Music intensity | Enemy count |
| Health | Filter, reverb | Low health = muffled |
| Speed | Tempo, energy | Racing speed |
| Environment | Reverb, EQ | Cave vs outdoor |
| Time of day | Mood, volume | Night = quieter |
Vertical vs Horizontal
| System | What Changes | Best For |
|---|---|---|
| Vertical (layers) | Add/remove instrument layers | Intensity scaling |
| Horizontal (segments) | Different music sections | State changes |
| Combined | Both | AAA adaptive scores |
5. 3D Audio Decisions
Spatialization
| Element | 3D Positioned? | Reason |
|---|---|---|
| Player footsteps | No (or subtle) | Always audible |
| Enemy footsteps | Yes | Directional awareness |
| Gunfire | Yes | Combat awareness |
| Music | No | Mood, non-diegetic |
| Ambient zone | Yes (area) | Environmental |
| UI sounds | No | Interface feedback |
Distance Behavior
| Distance | Sound Behavior |
|---|---|
| Near | Full volume, full frequency |
| Medium | Volume falloff, high-freq rolloff |
| Far | Low volume, low-pass filter |
| Max | Silent or ambient hint |
6. Platform Considerations
Format Selection
| Platform | Recommended Format | Reason |
|---|---|---|
| PC | OGG Vorbis, WAV | Quality, no licensing |
| Console | Platform-specific | Certification |
| Mobile | MP3, AAC | Size, compatibility |
| Web | WebM/Opus, MP3 fallback | Browser support |
Memory Budget
| Game Type | Audio Budget | Strategy |
|---|---|---|
| Mobile casual | 10-50 MB | Compressed, fewer variants |
| PC indie | 100-500 MB | Quality focus |
| AAA | 1+ GB | Full quality, many variants |
7. Mix Hierarchy
Volume Balance Reference
| Category | Relative Level | Notes |
|---|---|---|
| Voice | 0 dB (reference) | Always clear |
| Player SFX | -3 to -6 dB | Prominent but not harsh |
| Music | -6 to -12 dB | Foundation, ducks for voice |
| Enemy SFX | -6 to -9 dB | Important but not dominant |
| Ambient | -12 to -18 dB | Subtle background |
Ducking Rules
| When | Duck What | Amount |
|---|---|---|
| Voice plays | Music, Ambient | -6 to -9 dB |
| Explosion | All except explosion | Brief duck |
| Menu open | Gameplay audio | -3 to -6 dB |
8. Anti-Patterns
| Don't | Do |
|---|---|
| Play same sound repeatedly | Use variations (3-5 per sound) |
| Max volume everything | Use proper mix hierarchy |
| Ignore silence | Silence creates contrast |
| One music track loops forever | Provide variety, transitions |
| Skip audio in prototype | Placeholder audio matters |
Remember: 50% of the game experience is audio. A muted game loses half its soul.
Files (kilo-kit-mcp)
-
SKILL.md 5.2 KB
--- name: game-audio description: Game audio principles. Sound design, music integration, adaptive audio systems. allowed-tools: Read, Glob, Grep --- # Game Audio Principles > Sound design and music integration for immersive game experiences. --- ## 1. Audio Category System ### Category Definitions | Category | Behavior | Examples | |----------|----------|----------| | **Music** | Looping, crossfade, ducking | BGM, combat music | | **SFX** | One-shot, 3D positioned | Footsteps, impacts | | **Ambient** | Looping, background layer | Wind, crowd, forest | | **UI** | Immediate, non-3D | Button clicks, notifications | | **Voice** | Priority, ducking trigger | Dialogue, announcer | ### Priority Hierarchy ``` When sounds compete for channels: 1. Voice (highest - always audible) 2. Player SFX (feedback critical) 3. Enemy SFX (gameplay important) 4. Music (mood, but duckable) 5. Ambient (lowest - can drop) ``` --- ## 2. Sound Design Decisions ### SFX Creation Approach | Approach | When to Use | Trade-offs | |----------|-------------|------------| | **Recording** | Realistic needs | High quality, time intensive | | **Synthesis** | Sci-fi, retro, UI | Unique, requires skill | | **Library samples** | Fast production | Common sounds, licensing | | **Layering** | Complex sounds | Best results, more work | ### Layering Structure | Layer | Purpose | Example: Gunshot | |-------|---------|------------------| | **Attack** | Initial transient | Click, snap | | **Body** | Main character | Boom, blast | | **Tail** | Decay, room | Reverb, echo | | **Sweetener** | Special sauce | Shell casing, mechanical | --- ## 3. Music Integration ### Music State System ``` Game State → Music Response │ ├── Menu → Calm, loopable theme ├── Exploration → Ambient, atmospheric ├── Combat detected → Transition to tension ├── Combat engaged → Full battle music ├── Victory → Stinger + calm transition ├── Defeat → Somber stinger └── Boss → Unique, multi-phase track ``` ### Transition Techniques | Technique | Use When | Feel | |-----------|----------|------| | **Crossfade** | Smooth mood shift | Gradual | | **Stinger** | Immediate event | Dramatic | | **Stem mixing** | Dynamic intensity | Seamless | | **Beat-synced** | Rhythmic gameplay | Musical | | **Queue point** | Next natural break | Clean | --- ## 4. Adaptive Audio Decisions ### Intensity Parameters | Parameter | Affects | Example | |-----------|---------|---------| | **Threat level** | Music intensity | Enemy count | | **Health** | Filter, reverb | Low health = muffled | | **Speed** | Tempo, energy | Racing speed | | **Environment** | Reverb, EQ | Cave vs outdoor | | **Time of day** | Mood, volume | Night = quieter | ### Vertical vs Horizontal | System | What Changes | Best For | |--------|--------------|----------| | **Vertical (layers)** | Add/remove instrument layers | Intensity scaling | | **Horizontal (segments)** | Different music sections | State changes | | **Combined** | Both | AAA adaptive scores | --- ## 5. 3D Audio Decisions ### Spatialization | Element | 3D Positioned? | Reason | |---------|----------------|--------| | Player footsteps | No (or subtle) | Always audible | | Enemy footsteps | Yes | Directional awareness | | Gunfire | Yes | Combat awareness | | Music | No | Mood, non-diegetic | | Ambient zone | Yes (area) | Environmental | | UI sounds | No | Interface feedback | ### Distance Behavior | Distance | Sound Behavior | |----------|----------------| | **Near** | Full volume, full frequency | | **Medium** | Volume falloff, high-freq rolloff | | **Far** | Low volume, low-pass filter | | **Max** | Silent or ambient hint | --- ## 6. Platform Considerations ### Format Selection | Platform | Recommended Format | Reason | |----------|-------------------|--------| | PC | OGG Vorbis, WAV | Quality, no licensing | | Console | Platform-specific | Certification | | Mobile | MP3, AAC | Size, compatibility | | Web | WebM/Opus, MP3 fallback | Browser support | ### Memory Budget | Game Type | Audio Budget | Strategy | |-----------|--------------|----------| | Mobile casual | 10-50 MB | Compressed, fewer variants | | PC indie | 100-500 MB | Quality focus | | AAA | 1+ GB | Full quality, many variants | --- ## 7. Mix Hierarchy ### Volume Balance Reference | Category | Relative Level | Notes | |----------|----------------|-------| | **Voice** | 0 dB (reference) | Always clear | | **Player SFX** | -3 to -6 dB | Prominent but not harsh | | **Music** | -6 to -12 dB | Foundation, ducks for voice | | **Enemy SFX** | -6 to -9 dB | Important but not dominant | | **Ambient** | -12 to -18 dB | Subtle background | ### Ducking Rules | When | Duck What | Amount | |------|-----------|--------| | Voice plays | Music, Ambient | -6 to -9 dB | | Explosion | All except explosion | Brief duck | | Menu open | Gameplay audio | -3 to -6 dB | --- ## 8. Anti-Patterns | Don't | Do | |-------|-----| | Play same sound repeatedly | Use variations (3-5 per sound) | | Max volume everything | Use proper mix hierarchy | | Ignore silence | Silence creates contrast | | One music track loops forever | Provide variety, transitions | | Skip audio in prototype | Placeholder audio matters | --- > **Remember:** 50% of the game experience is audio. A muted game loses half its soul.
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