Game audio principles. Sound design, music integration, adaptive audio systems.
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npx mdskills install sickn33/game-audioComprehensive reference guide with clear hierarchies and decision tables for game audio design
1---2name: game-audio3description: Game audio principles. Sound design, music integration, adaptive audio systems.4allowed-tools: Read, Glob, Grep5---67# Game Audio Principles89> Sound design and music integration for immersive game experiences.1011---1213## 1. Audio Category System1415### Category Definitions1617| Category | Behavior | Examples |18|----------|----------|----------|19| **Music** | Looping, crossfade, ducking | BGM, combat music |20| **SFX** | One-shot, 3D positioned | Footsteps, impacts |21| **Ambient** | Looping, background layer | Wind, crowd, forest |22| **UI** | Immediate, non-3D | Button clicks, notifications |23| **Voice** | Priority, ducking trigger | Dialogue, announcer |2425### Priority Hierarchy2627```28When sounds compete for channels:29301. Voice (highest - always audible)312. Player SFX (feedback critical)323. Enemy SFX (gameplay important)334. Music (mood, but duckable)345. Ambient (lowest - can drop)35```3637---3839## 2. Sound Design Decisions4041### SFX Creation Approach4243| Approach | When to Use | Trade-offs |44|----------|-------------|------------|45| **Recording** | Realistic needs | High quality, time intensive |46| **Synthesis** | Sci-fi, retro, UI | Unique, requires skill |47| **Library samples** | Fast production | Common sounds, licensing |48| **Layering** | Complex sounds | Best results, more work |4950### Layering Structure5152| Layer | Purpose | Example: Gunshot |53|-------|---------|------------------|54| **Attack** | Initial transient | Click, snap |55| **Body** | Main character | Boom, blast |56| **Tail** | Decay, room | Reverb, echo |57| **Sweetener** | Special sauce | Shell casing, mechanical |5859---6061## 3. Music Integration6263### Music State System6465```66Game State → Music Response67│68├── Menu → Calm, loopable theme69├── Exploration → Ambient, atmospheric70├── Combat detected → Transition to tension71├── Combat engaged → Full battle music72├── Victory → Stinger + calm transition73├── Defeat → Somber stinger74└── Boss → Unique, multi-phase track75```7677### Transition Techniques7879| Technique | Use When | Feel |80|-----------|----------|------|81| **Crossfade** | Smooth mood shift | Gradual |82| **Stinger** | Immediate event | Dramatic |83| **Stem mixing** | Dynamic intensity | Seamless |84| **Beat-synced** | Rhythmic gameplay | Musical |85| **Queue point** | Next natural break | Clean |8687---8889## 4. Adaptive Audio Decisions9091### Intensity Parameters9293| Parameter | Affects | Example |94|-----------|---------|---------|95| **Threat level** | Music intensity | Enemy count |96| **Health** | Filter, reverb | Low health = muffled |97| **Speed** | Tempo, energy | Racing speed |98| **Environment** | Reverb, EQ | Cave vs outdoor |99| **Time of day** | Mood, volume | Night = quieter |100101### Vertical vs Horizontal102103| System | What Changes | Best For |104|--------|--------------|----------|105| **Vertical (layers)** | Add/remove instrument layers | Intensity scaling |106| **Horizontal (segments)** | Different music sections | State changes |107| **Combined** | Both | AAA adaptive scores |108109---110111## 5. 3D Audio Decisions112113### Spatialization114115| Element | 3D Positioned? | Reason |116|---------|----------------|--------|117| Player footsteps | No (or subtle) | Always audible |118| Enemy footsteps | Yes | Directional awareness |119| Gunfire | Yes | Combat awareness |120| Music | No | Mood, non-diegetic |121| Ambient zone | Yes (area) | Environmental |122| UI sounds | No | Interface feedback |123124### Distance Behavior125126| Distance | Sound Behavior |127|----------|----------------|128| **Near** | Full volume, full frequency |129| **Medium** | Volume falloff, high-freq rolloff |130| **Far** | Low volume, low-pass filter |131| **Max** | Silent or ambient hint |132133---134135## 6. Platform Considerations136137### Format Selection138139| Platform | Recommended Format | Reason |140|----------|-------------------|--------|141| PC | OGG Vorbis, WAV | Quality, no licensing |142| Console | Platform-specific | Certification |143| Mobile | MP3, AAC | Size, compatibility |144| Web | WebM/Opus, MP3 fallback | Browser support |145146### Memory Budget147148| Game Type | Audio Budget | Strategy |149|-----------|--------------|----------|150| Mobile casual | 10-50 MB | Compressed, fewer variants |151| PC indie | 100-500 MB | Quality focus |152| AAA | 1+ GB | Full quality, many variants |153154---155156## 7. Mix Hierarchy157158### Volume Balance Reference159160| Category | Relative Level | Notes |161|----------|----------------|-------|162| **Voice** | 0 dB (reference) | Always clear |163| **Player SFX** | -3 to -6 dB | Prominent but not harsh |164| **Music** | -6 to -12 dB | Foundation, ducks for voice |165| **Enemy SFX** | -6 to -9 dB | Important but not dominant |166| **Ambient** | -12 to -18 dB | Subtle background |167168### Ducking Rules169170| When | Duck What | Amount |171|------|-----------|--------|172| Voice plays | Music, Ambient | -6 to -9 dB |173| Explosion | All except explosion | Brief duck |174| Menu open | Gameplay audio | -3 to -6 dB |175176---177178## 8. Anti-Patterns179180| Don't | Do |181|-------|-----|182| Play same sound repeatedly | Use variations (3-5 per sound) |183| Max volume everything | Use proper mix hierarchy |184| Ignore silence | Silence creates contrast |185| One music track loops forever | Provide variety, transitions |186| Skip audio in prototype | Placeholder audio matters |187188---189190> **Remember:** 50% of the game experience is audio. A muted game loses half its soul.191
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