audio-system

Manage game audio channels, groups, and 3D positional sound.

Updated Aug 27, 2026
One-click install
npx skills add https://github.com/radical-beard/bestow --skill audio-system-radical-beard
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: audio-system
Source: https://github.com/radical-beard/bestow/tree/main/template/.claude/skills/audio-system
Command: npx skills add https://github.com/radical-beard/bestow --skill audio-system-radical-beard

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

This Skill provides comprehensive control over all audio aspects within a game, from background music and UI sound effects to immersive 3D positional audio, enabling developers to create rich auditory experiences.

Core Features & Use Cases

  • Channel-Based Audio: Manage dedicated audio streams for music, ambience, and UI sounds with features like looping, fading, and pitch control.
  • Positional (3D) Audio: Implement spatial audio for in-game sound effects, allowing sounds to emanate from specific world positions and attenuate with distance.
  • Audio Listener: Define the listener's position, orientation, and velocity, typically tied to the camera or player, for accurate 3D audio rendering.
  • Global Controls & Groups: Control master volume, pause/resume all audio, and manage volume for specific audio groups like "music" or "sfx".
  • Use Case: Implement dynamic background music that fades in and out, play distinct UI click sounds for button interactions, and ensure footsteps and environmental sounds are accurately positioned in the 3D game world.

Quick Start

Use the audio-system skill to play background music on the music channel with a volume of 0.7 and looping enabled.

Frequently Asked Questions about audio-system

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

FAQPage Schema
How do I implement 3D positional audio in a game?

To implement 3D positional audio, you define the listener's position, orientation, and velocity, usually tied to the camera, so in-game sounds attenuate with distance and emanate from specific world positions.

How do I manage background music and UI sound effects separately?

You manage background music and UI sound effects separately using dedicated audio streams or groups, allowing you to control volume, looping, fading, and pitch independently for music and SFX channels.

Can I fade dynamic music in and out during gameplay?

Yes, you can fade dynamic music in and out during gameplay by utilizing the channel-based audio features, which support fading, looping, and pitch adjustment for immersive background tracks.

What's the best way to control master volume and pause all game audio?

The best way to control master volume and pause all game audio is by using global controls, which allow you to pause or resume all audio and manage specific group volumes like music or SFX.

Does this audio system support spatial attenuation for environmental sounds?

Yes, the audio system supports spatial attenuation for environmental sounds, ensuring that 3D positional audio accurately decreases in volume based on the distance from the listener to the sound source.