game-audio

Game Audio Principles

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Install skill "game-audio" with this command: npx skills add vudovn/antigravity-kit/vudovn-antigravity-kit-game-audio

Game Audio Principles

Sound design and music integration for immersive game experiences.

  1. Audio Category System

Category Definitions

Category Behavior Examples

Music Looping, crossfade, ducking BGM, combat music

SFX One-shot, 3D positioned Footsteps, impacts

Ambient Looping, background layer Wind, crowd, forest

UI Immediate, non-3D Button clicks, notifications

Voice Priority, ducking trigger Dialogue, announcer

Priority Hierarchy

When sounds compete for channels:

  1. Voice (highest - always audible)

  2. Player SFX (feedback critical)

  3. Enemy SFX (gameplay important)

  4. Music (mood, but duckable)

  5. Ambient (lowest - can drop)

  6. Sound Design Decisions

SFX Creation Approach

Approach When to Use Trade-offs

Recording Realistic needs High quality, time intensive

Synthesis Sci-fi, retro, UI Unique, requires skill

Library samples Fast production Common sounds, licensing

Layering Complex sounds Best results, more work

Layering Structure

Layer Purpose Example: Gunshot

Attack Initial transient Click, snap

Body Main character Boom, blast

Tail Decay, room Reverb, echo

Sweetener Special sauce Shell casing, mechanical

  1. Music Integration

Music State System

Game State → Music Response │ ├── Menu → Calm, loopable theme ├── Exploration → Ambient, atmospheric ├── Combat detected → Transition to tension ├── Combat engaged → Full battle music ├── Victory → Stinger + calm transition ├── Defeat → Somber stinger └── Boss → Unique, multi-phase track

Transition Techniques

Technique Use When Feel

Crossfade Smooth mood shift Gradual

Stinger Immediate event Dramatic

Stem mixing Dynamic intensity Seamless

Beat-synced Rhythmic gameplay Musical

Queue point Next natural break Clean

  1. Adaptive Audio Decisions

Intensity Parameters

Parameter Affects Example

Threat level Music intensity Enemy count

Health Filter, reverb Low health = muffled

Speed Tempo, energy Racing speed

Environment Reverb, EQ Cave vs outdoor

Time of day Mood, volume Night = quieter

Vertical vs Horizontal

System What Changes Best For

Vertical (layers) Add/remove instrument layers Intensity scaling

Horizontal (segments) Different music sections State changes

Combined Both AAA adaptive scores

  1. 3D Audio Decisions

Spatialization

Element 3D Positioned? Reason

Player footsteps No (or subtle) Always audible

Enemy footsteps Yes Directional awareness

Gunfire Yes Combat awareness

Music No Mood, non-diegetic

Ambient zone Yes (area) Environmental

UI sounds No Interface feedback

Distance Behavior

Distance Sound Behavior

Near Full volume, full frequency

Medium Volume falloff, high-freq rolloff

Far Low volume, low-pass filter

Max Silent or ambient hint

  1. Platform Considerations

Format Selection

Platform Recommended Format Reason

PC OGG Vorbis, WAV Quality, no licensing

Console Platform-specific Certification

Mobile MP3, AAC Size, compatibility

Web WebM/Opus, MP3 fallback Browser support

Memory Budget

Game Type Audio Budget Strategy

Mobile casual 10-50 MB Compressed, fewer variants

PC indie 100-500 MB Quality focus

AAA 1+ GB Full quality, many variants

  1. Mix Hierarchy

Volume Balance Reference

Category Relative Level Notes

Voice 0 dB (reference) Always clear

Player SFX -3 to -6 dB Prominent but not harsh

Music -6 to -12 dB Foundation, ducks for voice

Enemy SFX -6 to -9 dB Important but not dominant

Ambient -12 to -18 dB Subtle background

Ducking Rules

When Duck What Amount

Voice plays Music, Ambient -6 to -9 dB

Explosion All except explosion Brief duck

Menu open Gameplay audio -3 to -6 dB

  1. Anti-Patterns

Don't Do

Play same sound repeatedly Use variations (3-5 per sound)

Max volume everything Use proper mix hierarchy

Ignore silence Silence creates contrast

One music track loops forever Provide variety, transitions

Skip audio in prototype Placeholder audio matters

Remember: 50% of the game experience is audio. A muted game loses half its soul.

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