team-audio

Orchestrate an end-to-end audio design plan and write it to design/gdd/audio-[feature].md.

1|Updated May 5, 2026
One-click install
npx skills add https://github.com/XGanQAQ/Unity-Claude-Code-Game-Studios --skill team-audio-xganqaq
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: team-audio
Source: https://github.com/XGanQAQ/Unity-Claude-Code-Game-Studios/tree/main/.claude/skills/team-audio
Command: npx skills add https://github.com/XGanQAQ/Unity-Claude-Code-Game-Studios --skill team-audio-xganqaq

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

It prevents fragmented, inconsistent audio planning by coordinating an end-to-end audio studio workflow for any specific feature so direction, specs, accessibility, and implementation stay aligned.

Core Features & Use Cases

  • Audio direction to palette: Defines sonic identity, emotional tone, music direction, and mix priorities for a target feature/area.
  • Sound event specs + accessibility: Produces detailed SFX/audio event lists with mixing/ducking rules and integrates hearing accessibility and subtitle requirements.
  • Technical integration + gameplay wiring: Plans middleware/bus structure and validates engine-specific audio integration patterns, then translates the design into gameplay triggers and adaptive music tasks.

Quick Start

Run /team-audio combat and approve each step’s proposed outputs to generate the audio design document for your combat system.

Frequently Asked Questions about team-audio

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

FAQPage Schema
How do I plan an end-to-end audio pipeline for a game feature?

To plan an end-to-end audio pipeline, you need to coordinate sonic direction, SFX specifications, accessibility requirements, and middleware integration into a single design document. This ensures direction, specs, and implementation stay aligned for your target feature.

What should be included in game audio SFX specifications and accessibility?

Game audio SFX specifications should include detailed audio event lists with mixing and ducking rules, alongside hearing accessibility and subtitle requirements. Integrating these elements ensures your sound design is comprehensive and compliant.

How do I wire gameplay triggers for adaptive music in game development?

Wiring gameplay triggers for adaptive music requires translating your audio design into specific gameplay triggers and middleware bus structures. You must validate engine-specific audio integration patterns to ensure interactive audio responds correctly.

Can I use this audio design workflow for any specific game area or feature?

Yes, you can apply this audio design workflow to any chosen game feature or area, such as a combat system. It generates a tailored sonic identity, mix priorities, and technical integration guidance specific to that feature.

What is the best way to document game audio direction and middleware integration?

The best way to document game audio direction is to compile sonic identity, emotional tone, and middleware bus structure into a markdown design document. This coordinates the studio workflow and prevents fragmented audio planning.

Why does my game audio planning feel fragmented and inconsistent?

Game audio planning feels fragmented when direction, specs, accessibility, and implementation are developed in isolation. Coordinating an end-to-end audio studio workflow aligns these elements into a single comprehensive design document.