game-audio

Guides sound design, music integration, and adaptive audio decisions for game development.

2|Updated May 30, 2026
One-click install
npx skills add https://github.com/virahitvin8/crafty-gis --skill game-audio-virahitvin8
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: game-audio
Source: https://github.com/virahitvin8/crafty-gis/tree/main/GIT_STAR/.agent/skills/game-development/game-audio
Command: npx skills add https://github.com/virahitvin8/crafty-gis --skill game-audio-virahitvin8

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Game developers often struggle to make consistent audio decisions across categories like music, SFX, ambient, UI, and voice, leading to unbalanced mixes, repetitive sounds, and poor platform choices. ## Core Features & Use Cases - Audio Category & Priority System: Defines behavior and priority hierarchy for music, SFX, ambient, UI, and voice channels. - Adaptive Music Design: Covers state-based music transitions, vertical layering versus horizontal segments, and intensity parameters like threat level and health. - Mixing & Platform Guidance: Provides volume balance references, ducking rules, format selection per platform, and memory budgets. - Use Case: When building a combat system, use this Skill to decide how music transitions from exploration to battle, how gunfire should be 3D-positioned, and how voice should duck the music. ## Quick Start Ask the AI to design an adaptive audio system for your game, including music states, SFX layering, and mix levels for each audio category.

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 music for a game?

Adaptive music responds to game state using vertical layering (adding instrument layers for intensity) or horizontal segmentation (switching music sections per state). Map states like exploration, combat, and victory to transitions such as crossfades, stingers, or stem mixing.

What audio format should I use for mobile games?

Mobile games should use MP3 or AAC for their small file size and broad compatibility. PC games favor OGG Vorbis or WAV for quality, while web games work best with WebM/Opus plus an MP3 fallback.

How should game audio categories be prioritized in a mix?

Voice sits at the top as the 0 dB reference, followed by player SFX at -3 to -6 dB, music at -6 to -12 dB, enemy SFX at -6 to -9 dB, and ambient at -12 to -18 dB. Voice playback should duck music and ambient by -6 to -9 dB.

Should footsteps and gunfire use 3D positioned audio?

Enemy footsteps and gunfire should be 3D positioned to give players directional awareness. Player footsteps, music, and UI sounds stay non-positioned since they must remain consistently audible or are non-diegetic.

Why does my game audio feel repetitive and flat?

Repetition comes from playing identical samples without variation; use 3-5 variants per sound. Flatness results from maxing all volumes instead of following a mix hierarchy and ignoring silence, which creates needed contrast.