What problem does it solve? Adding sound to a Phaser 4 game involves navigating WebAudio versus HTML5 Audio backends, browser autoplay policies, looping music, audio sprites, and spatial positioning, all of which have subtle gotchas that cause silent failures. ## Core Features & Use Cases - Sound Playback Patterns: Covers fire-and-forget playback via this.sound.play() and retained references via this.sound.add() for ongoing control of volume, rate, detune, seek, loop, and pan. - Audio Sprites and Markers: Explains loading audio sprites with JSON spritemaps and adding manual markers to split long tracks into named segments. - Spatial Audio and Music: Documents WebAudio-only spatial audio with PannerNode, listener positioning, background music looping, and autoplay-policy unlocking. - Use Case: When building a game scene that needs looping background music, positional enemy roars that follow sprites, and cross-browser format fallbacks, this Skill provides the exact API calls and configuration. ## Quick Start Add looping background music and a positional sound effect to my Phaser scene using the audio-and-sound skill.