team-audio

Orchestrates audio-director, sound-designer, and programmer subagents to produce game audio design documents.

Updated Aug 2, 2026
One-click install
npx skills add https://github.com/claretagrapelike32/codex-ai-game-studio --skill team-audio-claretagrapelike32
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: team-audio
Source: https://github.com/claretagrapelike32/codex-ai-game-studio/tree/main/plugins/ai-game-studio/skills/team-audio
Command: npx skills add https://github.com/claretagrapelike32/codex-ai-game-studio --skill team-audio-claretagrapelike32

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Designing game audio requires coordinating multiple specialists—direction, sound design, technical implementation, and code integration—which is slow and error-prone when done ad hoc. This Skill runs a structured multi-agent pipeline that produces a complete audio design document for a feature or area. ## Core Features & Use Cases - Multi-Agent Audio Pipeline: Sequentially spawns audio-director, sound-designer, accessibility-specialist, technical-artist, engine specialist, and gameplay-programmer subagents with user approval gates between steps. - Review Modes: Supports full, lean, and solo review modes resolved from a --review argument or production/review-mode.txt to control director gate spawning. - Engine-Aware Integration: Validates audio middleware choices (Wwise, FMOD, native) against the configured engine specialist for Godot, Unity, or Unreal. - Use Case: Run it for a boss encounter feature to get a sonic identity, SFX event specifications, accessibility requirements, bus structure, and an implementation plan saved to design/audio/audio-boss-encounter.md. ## Quick Start Ask the AI to run the team-audio skill for your game's combat feature and approve each specialist's proposal as the pipeline progresses.

Frequently Asked Questions about team-audio

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

FAQPage Schema
How do I design game audio for a feature using AI agents?

Invoke the skill with a feature argument such as combat or boss encounter. It spawns audio-director, sound-designer, technical-artist, and gameplay-programmer subagents in sequence, asking for your approval at each step, then compiles the results into a design document.

What audio middleware does this workflow support?

The pipeline plans integration for Wwise, FMOD, or native engine audio systems. An engine specialist subagent validates the choice against Godot, Unity, or Unreal patterns based on the configured project engine.

Can I run the audio pipeline without director review gates?

Yes. Pass a --review argument with full, lean, or solo mode, or set it in production/review-mode.txt. Solo mode skips all director gates, while lean keeps only phase-gate type reviews.

Does the audio design include accessibility requirements?

Yes. An accessibility-specialist subagent runs in parallel with sound design to identify audio events needing visual alternatives, subtitle requirements, and checks that no gameplay state is communicated by audio alone.

What happens if an audio subagent fails or is blocked?

The orchestrator surfaces the blocker immediately, checks downstream dependencies, and offers options to skip, retry with narrower scope, or stop. It always produces a partial report with completed work.