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.