Sound File Processing Pipeline

Convert WAV/MP3 audio assets to mono OGG Opus and register them for runtime playback.

Updated Mar 19, 2026
One-click install
npx skills add https://github.com/WayneWalterBerry/MMO --skill sound-file-processing-pipeline
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: Sound File Processing Pipeline
Source: https://github.com/WayneWalterBerry/MMO/tree/main/.squad/skills/sound-processing
Command: npx skills add https://github.com/WayneWalterBerry/MMO --skill sound-file-processing-pipeline

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes assets (resource) components.

What problem does it solve?

Convert audio assets in WAV/MP3 formats into compact OGG Opus files and integrate them into the game engine to optimize runtime loading and performance.

Core Features & Use Cases

  • Bulk conversion of raw sound assets to Opus with mono channel output for consistent playback.
  • Automatic registration metadata generation so the engine can discover and load sounds at runtime.
  • Use case: ingest ambient, creature, and combat sounds for instant availability in gameplay.

Quick Start

Process audio assets by converting and registering them with the build pipeline.

Frequently Asked Questions about Sound File Processing Pipeline

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

FAQPage Schema
How do I automate converting WAV and MP3 files to Opus for a game asset pipeline?

Automate converting WAV and MP3 files to Opus using an ffmpeg-based encoding pipeline that processes audio in bulk and generates build metadata. It outputs compact OGG Opus files and registers them for runtime playback in the game engine.

What is the best way to batch process audio assets for game-ready mono playback?

Batch processing audio assets for mono playback is handled by the build-meta.ps1 automation script. It discovers raw sound files, enforces 48 kbps bitrate and mono channel output, and registers the converted OGG Opus files for engine discovery.

Does ffmpeg Opus encoding support automatic metadata generation for game engine registration?

Ffmpeg Opus encoding in this pipeline supports automatic metadata generation. The build-meta.ps1 automation discovers converted audio files and generates the registration data required for the game engine to load sounds at runtime.

Can I use this audio conversion pipeline for ambient loops, creature sounds, and combat effects?

You can use this audio conversion pipeline for ambient loops, creature sounds, and combat effects. It handles both individual and batch processing of these audio assets, applying consistent mono output and 48 kbps Opus encoding optimization.

Why does my game engine fail to discover runtime audio assets after conversion?

Game engine audio asset discovery fails if registration metadata is missing. The build-meta.ps1 automation generates the required registration data during the OGG Opus conversion process, ensuring the engine can discover and load sounds at runtime.