game-audio

Design cohesive game audio with music, SFX, and ambience across gameplay states.

Updated Mar 18, 2026
One-click install
npx skills add https://github.com/raccioly/coach-gravity --skill game-audio-raccioly
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: game-audio
Source: https://github.com/raccioly/coach-gravity/tree/main/content/starter-kit/skills/game-development/game-audio
Command: npx skills add https://github.com/raccioly/coach-gravity --skill game-audio-raccioly

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Game developers often struggle to craft cohesive audio experiences that balance music, effects, and ambience across varying gameplay states, platforms, and environments.

Core Features & Use Cases

  • Audio category system with Music, SFX, Ambient, UI, and Voice definitions and behaviors.
  • Layered sound design: Attack, Body, Tail, and Sweetener to create rich, dynamic audio.
  • Adaptive and 3D audio decisions, plus platform-aware mixing for cross-platform titles.

Quick Start

Describe and implement an adaptive game audio system using category definitions, layering, and spatialization guidelines for a new project.

Frequently Asked Questions about game-audio

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

FAQPage Schema
How do I design adaptive game audio that transitions smoothly between gameplay states?

Adaptive game audio design uses a YAML-frontmatter schema to define category behaviors for Music, SFX, and Ambient layers. This approach ensures dynamic transitions remain cohesive as gameplay states shift, balancing mix rules and spatialization across varying project scopes.

What is layered sound design and how does it work for game SFX?

Layered sound design structures game audio into Attack, Body, Tail, and Sweetener components. This creates rich, dynamic SFX by allowing discrete audio elements to trigger and combine based on in-game events and spatial interactions.

How do I balance music, SFX, and ambience across different game platforms?

Cross-platform audio balancing applies platform-aware mixing rules defined within a YAML-driven category system. This ensures music, SFX, and ambience maintain correct relative volumes and spatialization behaviors across different hardware and platform constraints.

Does this approach support spatial audio and 3D sound decisions for game environments?

Yes, spatial audio and 3D sound decisions are explicitly supported. The schema provides guidelines for spatialization alongside category definitions, ensuring environmental audio placement and 3D behaviors are cohesive within the overall mix.

What do I need to define before setting up a game audio category system?

You need to define behaviors for Music, SFX, Ambient, UI, and Voice categories. Establishing these definitions within a YAML-frontmatter schema provides the foundational structure required before layering, mixing rules, and adaptive transitions can be implemented.