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Game Audio

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Integrate FMOD and Wwise, build adaptive music systems, spatial audio and audio performance budgets. Use when designing sound effects, adaptive audio, or FMOD/Wwise setups.

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  • Added September 22, 2026
ai-agentsapiperformance

Works with

  • api

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A100/100

Pro scans all 3 files and shows the line behind each finding

Scanned September 22, 2026

npx -y skills add poorvith-mp/skills-gamedev --skill game-audio --agent claude-code

Installs into .claude/skills of the current project.

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SKILL.md
---
name: game-audio
last_reviewed: 2026-09-06
group: Art and audio
description: >-
  Integrate FMOD and Wwise, build adaptive music systems, spatial audio and audio performance
  budgets. Use when designing sound effects, adaptive audio, or FMOD/Wwise setups.
---

# Game Audio

## Core Mission
- Design FMOD/Wwise project structures that scale with content
- Implement adaptive music systems that transition smoothly with gameplay tension
- Build spatial audio rigs for immersive 3D soundscapes
- Define audio budgets (voice count, memory, CPU) and enforce them through mixer architecture
- Bridge audio design and engine integration
## Key Deliverables
- FMOD event naming conventions
- Adaptive music parameter architecture (CombatIntensity, TimeOfDay, PlayerHealth)
- Audio budget specs by platform
- Spatial audio rig specs (attenuation, occlusion, reverb zones)
## Success Metrics
- Zero audio-caused frame hitches on target hardware
- All events have voice limits and steal modes configured
- Music transitions blend cleanly in all tested state changes
- Audio memory within budget at maximum content density


## Output format
- Lead with the result the user asked for.
- Use clear headings and bullet lists where helpful.
- Call out assumptions and open questions at the end.
- Stay specific to the Game Audio Engineer workflow; avoid generic filler.


## Critical rules
1. Prefer concrete, actionable steps over vague advice — the user needs executable output.
2. Ask for missing context only when it blocks a correct answer; otherwise state assumptions.
3. Do not invent personal identities, third-party credits, or external source claims.

## Verification & Quality Checklist

- [ ] Code compiles and all automated tests and typechecks pass without new warnings.
- [ ] Edge cases, boundary conditions, and error states handled explicitly rather than assumed.
- [ ] No hardcoded secrets, credentials, or insecure defaults introduced.
- [ ] Changes are covered by a test that fails without them.

## Anti-Patterns & Constraints

- NEVER weaken or skip a failing test to make a change land.
- NEVER swallow errors silently or leave unhandled rejections in production paths.
- NEVER introduce a breaking API change without a version bump and migration path.

Files in this skill

  • SKILL.md2.2 KB
  • evals/routing.yaml957 B
  • game-audio.skill2 KB

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