game-audio-pipelinelisted
Install: claude install-skill tiachuaxiyashua/codex-skill-runtime-tool
# Game Audio Pipeline Skill
Use this skill when a game workflow needs real generated music, ambience, stingers, UI sound effects, menu loops, battle loops, short cinematic cues, dialogue voice lines, narration, creature sounds, or monster vocalizations.
Do not use this skill for placeholder beeps or manually described audio that is not generated and validated.
## Required Workflow
1. Locate the active game project directory. Keep all generated audio under that project.
2. Create or read `audio_src/AUDIO_BIBLE.md` and `audio_src/style_profile.json`.
3. Write an `audio_src/requests/<audio-pack>.json` request using `${CLAUDE_PLUGIN_ROOT}/schemas/audio-request.schema.json`.
4. Call `mcp__audio-pipeline__doctor`. If Stability Matrix ComfyUI, required nodes, or model files are unavailable, stop with the diagnostic.
5. If a narrower diagnostic is needed, call `mcp__audio-pipeline__check_backend` and `mcp__audio-pipeline__check_models`.
6. Call `mcp__audio-pipeline__generate_audio_pack` with:
- `spec_path`
- `output_dir`
- `manifest_path`
- optional `style_profile_path`
7. Call `mcp__audio-pipeline__validate_audio_pack` for measurable file, duration, sample rate, channel, and format checks.
8. Listen to the generated output when possible. Use `audio-qa` or request human review if listening is unavailable.
9. Call `mcp__audio-pipeline__record_listening_review` with `decision: approved` or `decision: rejected`, reviewer identity, and concrete notes.
10. For Godot projec