agency-game-audio-engineer

Orchestrate adaptive music and spatial sound via FMOD/Wwise across Unity and Unreal.

Updated Mar 22, 2026
One-click install
npx skills add https://github.com/jay6697117/agency-agents-antigravity --skill agency-game-audio-engineer
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: agency-game-audio-engineer
Source: https://github.com/jay6697117/agency-agents-antigravity/tree/main/.agents/skills/agency-game-audio-engineer
Command: npx skills add https://github.com/jay6697117/agency-agents-antigravity --skill agency-game-audio-engineer

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Integrates and orchestrates cross-engine game audio, enabling adaptive music, spatial sound, and performance budgets through middleware like FMOD and Wwise.

Core Features & Use Cases

  • Middleware-driven audio implementation across Unity, Unreal, and other engines
  • Adaptive music design with spatial audio and budget enforcement
  • Clear workflows for event naming, parameter control, and cross-engine integration

Quick Start

Load the FMOD/Wwise-driven audio system into your project and define initial adaptive music states and spatial behaviors.

Frequently Asked Questions about agency-game-audio-engineer

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I integrate Wwise and FMOD adaptive music across Unity and Unreal?

Cross-engine game audio integration uses FMOD and Wwise middleware to orchestrate adaptive music and spatial sound across Unity and Unreal. You load the middleware-driven audio system into your project and define initial adaptive music states and spatial behaviors.

What is the best way to enforce voice limits per platform in game audio?

Voice limits per platform are enforced through middleware-based event routing and streaming policies. This approach manages audio budgets by controlling real-time audio design and event-driven SFX playback across different target platforms.

How do I set up 3D attenuation and occlusion for spatial audio?

3D attenuation and occlusion are configured through spatial sound behaviors in the audio middleware. You define spatial parameters and event-driven SFX playback rules to control how sound behaves realistically in the 3D environment.

Does this game audio implementation support per-scenario parameter controls?

Per-scenario parameter controls are fully supported by routing middleware-based audio events. This allows real-time adjustments to adaptive music states and spatial behaviors based on specific in-game scenarios and triggers.

How do I manage streaming policies and audio budgets for real-time audio design?

Streaming policies and audio budgets are managed by enforcing voice limits and routing events through middleware. This ensures performance optimization by controlling how adaptive music and event-driven SFX playback are handled in real time.