What problem does it solve?
team-audio turns a vague feature or area brief into a coordinated, production-ready audio pipeline plan that covers direction, sound design, technical integration, and gameplay wiring.
Core Features & Use Cases
- Audio team orchestration: Runs an audio-director → sound-designer (plus accessibility checks) → technical-artist → engine specialist (if configured) → gameplay-programmer sequence with staged approvals.
- Review mode control: Supports
--review full|lean|solo plus an optional production/review-mode.txt override to choose how many director/lead gates to include.
- Deliverable planning and writing: Compiles outputs into a single audio design document saved as
design/audio/audio-[feature].md, then summarizes event counts, asset estimates, tasks, and open questions.
- Use case: You want audio for “combat” and need consistent sonic identity, SFX event specs, middleware/bus structure, and the gameplay triggers that will fire adaptive music and contextual audio.
Quick Start
Invoke /team-audio combat to generate and compile a complete audio design document for the combat feature.