Game Audio Engineer

Designs and implements interactive game audio systems using FMOD, Wwise, and engine-native audio.

2|Updated May 21, 2026
One-click install
npx skills add https://github.com/tcvdog/agency-agents-hermes --skill game-audio-engineer-tcvdog
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: Game Audio Engineer
Source: https://github.com/tcvdog/agency-agents-hermes/tree/main/game-development/game-audio-engineer
Command: npx skills add https://github.com/tcvdog/agency-agents-hermes --skill game-audio-engineer-tcvdog

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Game audio often breaks down at the integration layer: unmanaged voice counts cause frame hitches, music transitions feel jarring, and hardcoded audio playback makes systems unmaintainable. This Skill provides the architecture, naming conventions, budgets, and code patterns needed to build responsive, performance-safe interactive audio. ## Core Features & Use Cases - Middleware Integration Architecture: Enforces FMOD/Wwise event-driven playback with named event paths, parameter APIs, and no hardcoded asset paths in gameplay code. - Adaptive Music Systems: Defines tempo-synced transitions, tension parameters (0–1), and stem-based re-sequencing driven by gameplay state like combat intensity and player health. - Audio Performance Budgeting: Specifies voice count limits, memory budgets, compression formats (Vorbis, ADPCM, PCM), and event priority tiers per platform. - Spatial Audio Rigs: Configures 3D attenuation, raycast-driven occlusion, and reverb zones matched to environments. - Use Case: A Unity developer integrating FMOD can use the provided AudioManager C# pattern, event naming convention, and budget tables to ship audio that stays within CPU and memory limits on low-end hardware. ## Quick Start Ask the agent to design an adaptive music system with a CombatIntensity parameter and FMOD event structure for your game's combat and exploration states.

Frequently Asked Questions about Game Audio Engineer

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

FAQPage Schema
How do I implement adaptive music in FMOD for a game?▼

Define a tension parameter (0–1) driven by gameplay systems like AI threat level or player health, and map music layers to parameter ranges. Quantize transitions to beat boundaries and prefer stem-based horizontal re-sequencing over vertical layering for memory efficiency.

FMOD vs Wwise for game audio middleware?▼

Both enforce event-driven playback where game code triggers named events and sets parameters rather than playing assets directly. The Skill's architecture patterns—bus structure, voice limits, and parameter-driven logic—apply equally to either middleware.

What audio compression format should I use for game SFX?▼

Use ADPCM for short SFX decompressed to memory, Vorbis for music and long ambience that streams, and PCM only for UI sounds requiring zero latency. Music and long ambience should always stream rather than load into memory.

Why does my game audio cause frame hitches on low-end hardware?▼

Unmanaged voice counts and unconfigured events are the usual cause. Set voice limits, priorities, and steal modes on every event, cap platform voice counts (e.g., 24 on mobile), and keep FMOD DSP under 1.5ms per frame.

How do I add occlusion and reverb to 3D game sounds?▼

Drive an Occlusion parameter via raycasts from listener to source, staggering updates to a maximum of 4 raycasts per frame. Match reverb zones to the visual environment, using longer decay times for caves and minimal wet signal outdoors.