Design or implement responsive audio feedback for a Three.js or web game. Use for action sounds, combat layers, music states, spatial audio, mix priorities, mute controls, accessibility, mobile audio unlock, and audio performance.
Scanned 9/2/2026
Install to Claude Code
npx -y skills add nuroctane/nur-cli --skill build-game-audio-feedback --agent claude-codeInstalls into .claude/skills of the current project.
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---
name: build-game-audio-feedback
description: Design or implement responsive audio feedback for a Three.js or web game. Use for action sounds, combat layers, music states, spatial audio, mix priorities, mute controls, accessibility, mobile audio unlock, and audio performance.
---
# Build Game Audio Feedback
Use audio to confirm player intent and combat state, not to add constant noise.
## Map feedback
Assign distinct cues for input accepted, windup, contact, block, miss, damage, interrupt, pickup, warning, death, and objective completion. Define priority so critical feedback remains audible during crowded encounters.
## Build for browsers
Unlock audio from a user gesture, respect mute/volume settings, release completed nodes, cap simultaneous voices, and provide subtitles or visual equivalents for meaningful cues. Change music by state with controlled transitions rather than restarts.
## Verify
Test first interaction, rapid actions, pause, tab/background return, mobile, muted state, and reduced motion/accessibility. Check memory and console health after a representative session.
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Ultra-compressed communication mode. Cuts token usage ~75% by speaking like caveman while keeping full technical accuracy. Supports intensity levels: lite, full (default), ultra, wenyan-lite, wenyan-full, wenyan-ultra. Use when user says "caveman mode", "talk like caveman", "use caveman", "less tokens", "be brief", or invokes /caveman. Also auto-triggers when token efficiency is requested.