fs-gg-audio

Generate deterministic audio requests for FS.GG products.

Updated Jul 6, 2026
One-click install
npx skills add https://github.com/FS-GG/FS.GG.Game --skill fs-gg-audio
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: fs-gg-audio
Source: https://github.com/FS-GG/FS.GG.Game/tree/main/template/product-skills/fs-gg-audio
Command: npx skills add https://github.com/FS-GG/FS.GG.Game --skill fs-gg-audio

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes scripts (resource) components.

What problem does it solve?

This Skill streamlines the process of creating audio requests for FS.GG products, enabling the use of pure values to manage audio playback, without the need for direct device calls.

Core Features & Use Cases

  • Audio Request Generation: Generate audio requests such as playing sound effects, starting/stopping music, adjusting volumes, and positioning sounds in 3D space.
  • Deterministic and Testable: All audio requests are deterministic and testable, with no need for actual audio hardware during development.
  • Profile Compatibility: Works across various profiles, including app, game, and sample-pack, that support audio playback.
  • Use Case: A game developer can use this Skill to add sound effects to their game without needing to handle the actual audio playback, making the development process more streamlined.

Quick Start

Generate an audio effect for playing a sound with the 'fire' sound effect and volume 0.8.

Frequently Asked Questions about fs-gg-audio

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

FAQPage Schema
How do I generate audio requests for game development without direct device calls?

Audio request generation uses pure values to manage playback, returning AudioEffect values for sound effects and music without needing direct device calls. This enables deterministic and testable audio handling during development.

What is deterministic audio request handling and how does it work for sound effects?

Deterministic audio request handling works by returning pure AudioEffect values to control playback, volume, and 3D positioning rather than interacting with actual audio hardware. This ensures consistent, testable results during development.

How do I play a sound effect and set the volume using audio request values?

To play a sound effect, generate an audio request specifying the effect name, such as 'fire', and the desired volume value, like 0.8. The system returns the corresponding AudioEffect value to trigger playback.

Can I use audio request generation across different FS.GG product profiles?

Audio request generation works across various FS.GG product profiles, including app, game, and sample-pack. It supports audio playback control within any compatible profile without requiring direct audio device interaction.

Do I need audio hardware to test 3D sound positioning and music playback?

You do not need audio hardware to test 3D sound positioning and music playback. The system generates deterministic audio requests as pure values, allowing testable development without actual audio device interaction.

What are the limitations of managing audio playback through pure values?

The limitation of managing audio playback through pure values is that it handles request generation only, not actual sound rendering. You must ensure downstream systems consume the AudioEffect values to produce the final audio output.