team-audio

Orchestrate feature-level audio production and integration into an audio design document.

Updated Apr 10, 2026
One-click install
npx skills add https://github.com/polsegu/Claude-Code-Game-Dev --skill team-audio-polsegu
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: team-audio
Source: https://github.com/polsegu/Claude-Code-Game-Dev/tree/main/.claude/skills/team-audio
Command: npx skills add https://github.com/polsegu/Claude-Code-Game-Dev --skill team-audio-polsegu

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill removes the manual overhead of coordinating an audio team for a single game feature, ensuring cohesive sonic direction, detailed SFX specs, engine-appropriate integration, and accessibility coverage so designers and engineers can move from concept to implementation without missed requirements or mismatched expectations.

Core Features & Use Cases

  • Team orchestration: Spawns and coordinates audio-director, sound-designer, technical-artist, engine specialist, and gameplay-programmer subagents with shared context.
  • End-to-end deliverables: Produces sonic identity, SFX specifications, middleware routing and memory budgets, engine integration notes, and an audio design document ready for implementation.
  • Accessibility and QA focus: Integrates accessibility checks and open-question decision points to ensure critical gameplay audio has visual fallbacks and passes review.
  • Use Case: Prepare audio for a combat encounter by defining music adaptivity, SFX triggers, middleware routing, and implementation tasks validated for the project's engine.

Quick Start

Invoke the skill with a target area such as /team-audio combat to run the full audio pipeline for that feature.

Frequently Asked Questions about team-audio

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

FAQPage Schema
How do I coordinate game audio design and engine integration for a specific feature?

You orchestrate game audio by spawning specialized subagents for audio direction, sound design, middleware configuration, and engine integration to produce an implementation-ready audio design document.

What is the best way to generate SFX specifications and middleware routing for a combat encounter?

The best way to generate SFX specifications and middleware routing is by running the full audio pipeline, which produces sonic identity, technical specs, and memory budgets validated for your project's engine.

How does audio pipeline orchestration handle accessibility for critical gameplay audio?

Audio pipeline orchestration handles accessibility by integrating accessibility checks and decision points, ensuring critical gameplay audio has visual fallbacks and passes review.

Can I use this audio pipeline for biome sound design and boss encounter music adaptivity?

Yes, you can use this audio pipeline for biome sound design and boss encounters, as it applies to feature-level audio work spanning direction, SFX triggers, and gameplay programming.

Do I need existing design docs and audio assets before starting middleware configuration?

Yes, you need existing design docs and audio assets, because the pipeline reads them to establish shared context before spawning subagents for technical artistry and engine validation.