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game-audiolisted

Game audio principles. Sound design, music integration, adaptive audio systems.
aiskillstore/marketplace · ★ 334 · AI & Automation · score 83
Install: claude install-skill aiskillstore/marketplace
# 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) ``` --- ## 2. 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 | --- ## 3. Music Integrat