game-audio

Implements game audio systems including pooling, spatial audio, adaptive music, and middleware integration.

Updated Jun 30, 2026
One-click install
npx skills add https://github.com/kaitoartz/dotfiles --skill game-audio-kaitoartz
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: game-audio
Source: https://github.com/kaitoartz/dotfiles/tree/main/dot_gemini/config/skills/game-audio
Command: npx skills add https://github.com/kaitoartz/dotfiles --skill game-audio-kaitoartz

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve? Game audio is often treated as an afterthought, leading to GC spikes from runtime AudioSource creation, memory exhaustion from uncompressed assets, voice dropouts on mobile, and flat-sounding spatial audio. This Skill provides expert guidance grounded in proven patterns, known failure modes, and strict validation rules for building performant, immersive game audio. ## Core Features & Use Cases - Architecture Patterns: Audio manager singletons, AudioSource pooling, bus hierarchies with ducking, and memory-conscious loading strategies for Unity, FMOD, and Wwise. - Failure Diagnosis: Identifies critical issues like pool exhaustion, platform voice limit violations, thread safety errors, loop click artifacts, and mobile audio session conflicts. - Code Validation: Enforces rules against synchronous loading, linear volume sliders, unreleased FMOD events, hardcoded audio paths, and uncompressed audio on mobile. - Use Case: A Unity developer notices sounds cutting out during intense combat scenes on Android. The Skill diagnoses audio source pool exhaustion and platform voice limits, then provides a priority-based voice stealing implementation. ## Quick Start Ask the game audio expert to review my AudioManager implementation and diagnose why sounds stop playing during busy scenes on mobile.

Frequently Asked Questions about game-audio

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

FAQPage Schema
How do I implement audio source pooling in Unity?▼

Audio source pooling pre-allocates a queue of AudioSources at startup and reuses them instead of creating or destroying components at runtime. This prevents GC allocation spikes and frame hitches during frequent sound effect playback.

FMOD vs Wwise vs Unity native audio for game projects?▼

FMOD and Wwise provide adaptive music parameters, snapshot-based mixing, and bank management suited for larger titles. Unity native audio works for smaller projects but requires manual pooling, bus routing via AudioMixer, and custom voice management.

Why do sounds randomly cut out on mobile devices?▼

Mobile platforms enforce hardware voice limits of 32-64 simultaneous voices, and exceeding them causes silent dropouts. Implement priority-based voice stealing, reserve voices for critical sounds, and virtualize low-priority audio instead of playing it.

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

Short frequent SFX should use ADPCM with DecompressOnLoad for instant playback, while music and long ambiences should use Vorbis with Streaming at 50-100% quality. Never ship uncompressed PCM audio in mobile builds.

Why does my looping music click at the loop point?▼

Loop clicks occur when loop points are not at zero crossings or when compression artifacts appear at boundaries. Set loop points at zero crossings, use consistent sample rates, and add a short 50ms crossfade between two alternating AudioSources.

Can I call Unity audio APIs from FMOD callbacks?▼

No, FMOD and Wwise callbacks execute on the audio thread, and calling Unity APIs there causes crashes and race conditions. Queue state changes into a concurrent queue and process them on the main thread during Update.