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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
Part of vodailocz/kilo-kit-mcp — 142 skills

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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