team-audio

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

13|Updated Jul 30, 2026
One-click install
npx skills add https://github.com/frabcd/codex-ai-game-studio --skill team-audio-frabcd
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: team-audio
Source: https://github.com/frabcd/codex-ai-game-studio/tree/main/plugins/ai-game-studio/skills/team-audio
Command: npx skills add https://github.com/frabcd/codex-ai-game-studio --skill team-audio-frabcd

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Designing game audio requires coordinating sonic direction, SFX specifications, middleware integration, and code implementation across multiple disciplines, which is slow and error-prone when done ad hoc. ## 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. - Accessibility and Engine Validation: Flags audio events needing visual alternatives and validates middleware choices (Wwise, FMOD, MetaSounds) against the configured game engine. - Use Case: Run it for a boss encounter to produce a complete audio design document at design/audio/audio-boss-encounter.md covering adaptive music layers, SFX event lists, bus routing, and implementation tasks. ## Quick Start Ask Codex to run the team-audio skill for the combat feature and approve each subagent proposal as it is presented.

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 with AI agents?

Invoke the skill with a feature or area 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 decision point before producing a final audio design document.

What does the team-audio skill produce?

It compiles all subagent outputs into an audio design document saved at design/audio/audio-[feature].md. The summary includes audio event count, estimated asset count, implementation tasks, and open questions between team members.

Does it support Wwise, FMOD, or engine-native audio?

Yes. The technical-artist subagent designs middleware integration for Wwise, FMOD, or native audio, and an engine specialist validates the approach against the configured engine, such as Unity Audio Mixer, Godot AudioStreamPlayer, or Unreal MetaSounds.

How does it handle audio accessibility for hearing-impaired players?

An accessibility-specialist subagent runs in parallel with sound design to identify audio events carrying critical gameplay information, specify subtitle and caption requirements, and ensure no gameplay state is communicated by audio alone.

What happens if a subagent gets blocked during the pipeline?

The skill surfaces the blocker immediately, checks whether later phases depend on it, and offers options to skip, retry with narrower scope, or stop. It always produces a partial report rather than discarding completed work.

Can I skip the director approval gates?

Yes. Pass --review with a mode or set production/review-mode.txt. The lean mode keeps only phase-gate reviews, while solo mode skips all director gates and runs the pipeline without agent gates.