[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"skill:01M6CT848FRTY6YSSGPB96YF92":3,"skill-same:01M6CT848FRTY6YSSGPB96YF92":63},{"skillNo":4,"name":5,"nameZh":6,"description":7,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":16,"categories":17,"keywords":26,"publishedAt":34,"linkOnly":35,"markdownContent":36,"markdownBody":37,"frontMatter":38,"refName":41,"commitSha":42,"skillDirectory":43,"forksCount":44,"repositoryHtmlUrl":45,"repositoryHomepageUrl":45,"ownerHtmlUrl":46,"ownerBlogUrl":6,"ownerDescription":47,"updatedAt":48,"install":49,"resources":62},"01M6CT848FRTY6YSSGPB96YF92","game-audio",null,"Game audio principles. Sound design, music integration, adaptive audio systems.","Sam-06060\u002Fjarvis-assistant","Sam-06060","https:\u002F\u002Favatars.githubusercontent.com\u002Fu\u002F208600848?v=4","01M6CRKT7C7FXD21V6HXF293S0","Samson Frank Ganta","01M6CRKTBEKYFD8YX5Z1GT99EE",6,"Apache-2.0","https:\u002F\u002Fgithub.com\u002FSam-06060\u002Fjarvis-assistant\u002Fblob\u002Fmain\u002Fmodules\u002Fagent_skills\u002Fawesome-skills\u002Fplaybooks\u002Fgame-development\u002Fgame-audio\u002FSKILL.md",[18,23],{"categoryNo":19,"categoryName":20,"taxonomyType":21,"taxonomyTypeDesc":22},"01JBSEEDCAT000000000000015","视觉设计","SCENARIO","使用场景",{"categoryNo":24,"categoryName":25,"taxonomyType":21,"taxonomyTypeDesc":22},"01JBSEEDCAT000000000000016","图像与多媒体",[27,28,29,30,31,32,33],"game audio","Audio","game","design","integration","music","community","2026-11-10 10:12:30",false,"---\nname: game-audio\ndescription: \"Game audio principles. Sound design, music integration, adaptive audio systems.\"\nrisk: unknown\nsource: community\ndate_added: \"2026-02-27\"\n---\n\n# Game Audio Principles\n\n> Sound design and music integration for immersive game experiences.\n\n---\n\n## 1. Audio Category System\n\n### Category Definitions\n\n| Category | Behavior | Examples |\n|----------|----------|----------|\n| **Music** | Looping, crossfade, ducking | BGM, combat music |\n| **SFX** | One-shot, 3D positioned | Footsteps, impacts |\n| **Ambient** | Looping, background layer | Wind, crowd, forest |\n| **UI** | Immediate, non-3D | Button clicks, notifications |\n| **Voice** | Priority, ducking trigger | Dialogue, announcer |\n\n### Priority Hierarchy\n\n```\nWhen sounds compete for channels:\n\n1. Voice (highest - always audible)\n2. Player SFX (feedback critical)\n3. Enemy SFX (gameplay important)\n4. Music (mood, but duckable)\n5. Ambient (lowest - can drop)\n```\n\n---\n\n## 2. Sound Design Decisions\n\n### SFX Creation Approach\n\n| Approach | When to Use | Trade-offs |\n|----------|-------------|------------|\n| **Recording** | Realistic needs | High quality, time intensive |\n| **Synthesis** | Sci-fi, retro, UI | Unique, requires skill |\n| **Library samples** | Fast production | Common sounds, licensing |\n| **Layering** | Complex sounds | Best results, more work |\n\n### Layering Structure\n\n| Layer | Purpose | Example: Gunshot |\n|-------|---------|------------------|\n| **Attack** | Initial transient | Click, snap |\n| **Body** | Main character | Boom, blast |\n| **Tail** | Decay, room | Reverb, echo |\n| **Sweetener** | Special sauce | Shell casing, mechanical |\n\n---\n\n## 3. Music Integration\n\n### Music State System\n\n```\nGame State → Music Response\n│\n├── Menu → Calm, loopable theme\n├── Exploration → Ambient, atmospheric\n├── Combat detected → Transition to tension\n├── Combat engaged → Full battle music\n├── Victory → Stinger + calm transition\n├── Defeat → Somber stinger\n└── Boss → Unique, multi-phase track\n```\n\n### Transition Techniques\n\n| Technique | Use When | Feel |\n|-----------|----------|------|\n| **Crossfade** | Smooth mood shift | Gradual |\n| **Stinger** | Immediate event | Dramatic |\n| **Stem mixing** | Dynamic intensity | Seamless |\n| **Beat-synced** | Rhythmic gameplay | Musical |\n| **Queue point** | Next natural break | Clean |\n\n---\n\n## 4. Adaptive Audio Decisions\n\n### Intensity Parameters\n\n| Parameter | Affects | Example |\n|-----------|---------|---------|\n| **Threat level** | Music intensity | Enemy count |\n| **Health** | Filter, reverb | Low health = muffled |\n| **Speed** | Tempo, energy | Racing speed |\n| **Environment** | Reverb, EQ | Cave vs outdoor |\n| **Time of day** | Mood, volume | Night = quieter |\n\n### Vertical vs Horizontal\n\n| System | What Changes | Best For |\n|--------|--------------|----------|\n| **Vertical (layers)** | Add\u002Fremove instrument layers | Intensity scaling |\n| **Horizontal (segments)** | Different music sections | State changes |\n| **Combined** | Both | AAA adaptive scores |\n\n---\n\n## 5. 3D Audio Decisions\n\n### Spatialization\n\n| Element | 3D Positioned? | Reason |\n|---------|----------------|--------|\n| Player footsteps | No (or subtle) | Always audible |\n| Enemy footsteps | Yes | Directional awareness |\n| Gunfire | Yes | Combat awareness |\n| Music | No | Mood, non-diegetic |\n| Ambient zone | Yes (area) | Environmental |\n| UI sounds | No | Interface feedback |\n\n### Distance Behavior\n\n| Distance | Sound Behavior |\n|----------|----------------|\n| **Near** | Full volume, full frequency |\n| **Medium** | Volume falloff, high-freq rolloff |\n| **Far** | Low volume, low-pass filter |\n| **Max** | Silent or ambient hint |\n\n---\n\n## 6. Platform Considerations\n\n### Format Selection\n\n| Platform | Recommended Format | Reason |\n|----------|-------------------|--------|\n| PC | OGG Vorbis, WAV | Quality, no licensing |\n| Console | Platform-specific | Certification |\n| Mobile | MP3, AAC | Size, compatibility |\n| Web | WebM\u002FOpus, MP3 fallback | Browser support |\n\n### Memory Budget\n\n| Game Type | Audio Budget | Strategy |\n|-----------|--------------|----------|\n| Mobile casual | 10-50 MB | Compressed, fewer variants |\n| PC indie | 100-500 MB | Quality focus |\n| AAA | 1+ GB | Full quality, many variants |\n\n---\n\n## 7. Mix Hierarchy\n\n### Volume Balance Reference\n\n| Category | Relative Level | Notes |\n|----------|----------------|-------|\n| **Voice** | 0 dB (reference) | Always clear |\n| **Player SFX** | -3 to -6 dB | Prominent but not harsh |\n| **Music** | -6 to -12 dB | Foundation, ducks for voice |\n| **Enemy SFX** | -6 to -9 dB | Important but not dominant |\n| **Ambient** | -12 to -18 dB | Subtle background |\n\n### Ducking Rules\n\n| When | Duck What | Amount |\n|------|-----------|--------|\n| Voice plays | Music, Ambient | -6 to -9 dB |\n| Explosion | All except explosion | Brief duck |\n| Menu open | Gameplay audio | -3 to -6 dB |\n\n---\n\n## 8. Anti-Patterns\n\n| Don't | Do |\n|-------|-----|\n| Play same sound repeatedly | Use variations (3-5 per sound) |\n| Max volume everything | Use proper mix hierarchy |\n| Ignore silence | Silence creates contrast |\n| One music track loops forever | Provide variety, transitions |\n| Skip audio in prototype | Placeholder audio matters |\n\n---\n\n> **Remember:** 50% of the game experience is audio. A muted game loses half its soul.\n\n## When to Use\nThis skill is applicable to execute the workflow or actions described in the overview.\n","# Game Audio Principles\n\n> Sound design and music integration for immersive game experiences.\n\n---\n\n## 1. Audio Category System\n\n### Category Definitions\n\n| Category | Behavior | Examples |\n|----------|----------|----------|\n| **Music** | Looping, crossfade, ducking | BGM, combat music |\n| **SFX** | One-shot, 3D positioned | Footsteps, impacts |\n| **Ambient** | Looping, background layer | Wind, crowd, forest |\n| **UI** | Immediate, non-3D | Button clicks, notifications |\n| **Voice** | Priority, ducking trigger | Dialogue, announcer |\n\n### Priority Hierarchy\n\n```\nWhen sounds compete for channels:\n\n1. Voice (highest - always audible)\n2. Player SFX (feedback critical)\n3. Enemy SFX (gameplay important)\n4. Music (mood, but duckable)\n5. Ambient (lowest - can drop)\n```\n\n---\n\n## 2. Sound Design Decisions\n\n### SFX Creation Approach\n\n| Approach | When to Use | Trade-offs |\n|----------|-------------|------------|\n| **Recording** | Realistic needs | High quality, time intensive |\n| **Synthesis** | Sci-fi, retro, UI | Unique, requires skill |\n| **Library samples** | Fast production | Common sounds, licensing |\n| **Layering** | Complex sounds | Best results, more work |\n\n### Layering Structure\n\n| Layer | Purpose | Example: Gunshot |\n|-------|---------|------------------|\n| **Attack** | Initial transient | Click, snap |\n| **Body** | Main character | Boom, blast |\n| **Tail** | Decay, room | Reverb, echo |\n| **Sweetener** | Special sauce | Shell casing, mechanical |\n\n---\n\n## 3. Music Integration\n\n### Music State System\n\n```\nGame State → Music Response\n│\n├── Menu → Calm, loopable theme\n├── Exploration → Ambient, atmospheric\n├── Combat detected → Transition to tension\n├── Combat engaged → Full battle music\n├── Victory → Stinger + calm transition\n├── Defeat → Somber stinger\n└── Boss → Unique, multi-phase track\n```\n\n### Transition Techniques\n\n| Technique | Use When | Feel |\n|-----------|----------|------|\n| **Crossfade** | Smooth mood shift | Gradual |\n| **Stinger** | Immediate event | Dramatic |\n| **Stem mixing** | Dynamic intensity | Seamless |\n| **Beat-synced** | Rhythmic gameplay | Musical |\n| **Queue point** | Next natural break | Clean |\n\n---\n\n## 4. Adaptive Audio Decisions\n\n### Intensity Parameters\n\n| Parameter | Affects | Example |\n|-----------|---------|---------|\n| **Threat level** | Music intensity | Enemy count |\n| **Health** | Filter, reverb | Low health = muffled |\n| **Speed** | Tempo, energy | Racing speed |\n| **Environment** | Reverb, EQ | Cave vs outdoor |\n| **Time of day** | Mood, volume | Night = quieter |\n\n### Vertical vs Horizontal\n\n| System | What Changes | Best For |\n|--------|--------------|----------|\n| **Vertical (layers)** | Add\u002Fremove instrument layers | Intensity scaling |\n| **Horizontal (segments)** | Different music sections | State changes |\n| **Combined** | Both | AAA adaptive scores |\n\n---\n\n## 5. 3D Audio Decisions\n\n### Spatialization\n\n| Element | 3D Positioned? | Reason |\n|---------|----------------|--------|\n| Player footsteps | No (or subtle) | Always audible |\n| Enemy footsteps | Yes | Directional awareness |\n| Gunfire | Yes | Combat awareness |\n| Music | No | Mood, non-diegetic |\n| Ambient zone | Yes (area) | Environmental |\n| UI sounds | No | Interface feedback |\n\n### Distance Behavior\n\n| Distance | Sound Behavior |\n|----------|----------------|\n| **Near** | Full volume, full frequency |\n| **Medium** | Volume falloff, high-freq rolloff |\n| **Far** | Low volume, low-pass filter |\n| **Max** | Silent or ambient hint |\n\n---\n\n## 6. Platform Considerations\n\n### Format Selection\n\n| Platform | Recommended Format | Reason |\n|----------|-------------------|--------|\n| PC | OGG Vorbis, WAV | Quality, no licensing |\n| Console | Platform-specific | Certification |\n| Mobile | MP3, AAC | Size, compatibility |\n| Web | WebM\u002FOpus, MP3 fallback | Browser support |\n\n### Memory Budget\n\n| Game Type | Audio Budget | Strategy |\n|-----------|--------------|----------|\n| Mobile casual | 10-50 MB | Compressed, fewer variants |\n| PC indie | 100-500 MB | Quality focus |\n| AAA | 1+ GB | Full quality, many variants |\n\n---\n\n## 7. Mix Hierarchy\n\n### Volume Balance Reference\n\n| Category | Relative Level | Notes |\n|----------|----------------|-------|\n| **Voice** | 0 dB (reference) | Always clear |\n| **Player SFX** | -3 to -6 dB | Prominent but not harsh |\n| **Music** | -6 to -12 dB | Foundation, ducks for voice |\n| **Enemy SFX** | -6 to -9 dB | Important but not dominant |\n| **Ambient** | -12 to -18 dB | Subtle background |\n\n### Ducking Rules\n\n| When | Duck What | Amount |\n|------|-----------|--------|\n| Voice plays | Music, Ambient | -6 to -9 dB |\n| Explosion | All except explosion | Brief duck |\n| Menu open | Gameplay audio | -3 to -6 dB |\n\n---\n\n## 8. Anti-Patterns\n\n| Don't | Do |\n|-------|-----|\n| Play same sound repeatedly | Use variations (3-5 per sound) |\n| Max volume everything | Use proper mix hierarchy |\n| Ignore silence | Silence creates contrast |\n| One music track loops forever | Provide variety, transitions |\n| Skip audio in prototype | Placeholder audio matters |\n\n---\n\n> **Remember:** 50% of the game experience is audio. A muted game loses half its soul.\n\n## When to Use\nThis skill is applicable to execute the workflow or actions described in the overview.\n",{"name":5,"risk":39,"source":33,"date_added":40,"description":7},"unknown","2026-02-27","main","a50a3aa6b39fb0e1b7db88bef1bfc9c93606e126","modules\u002Fagent_skills\u002Fawesome-skills\u002Fplaybooks\u002Fgame-development\u002Fgame-audio",0,"https:\u002F\u002Fgithub.com\u002FSam-06060\u002Fjarvis-assistant","https:\u002F\u002Fgithub.com\u002FSam-06060","Mobile Application Developer | Kotlin | Flutter, KMP, Swfit, Android,Swift UI | Building at Saar It Resources | Creator of Jarvis (AI Assistant)","2026-06-23 05:13:38",{"source":8,"skillName":5,"commands":50,"prompt":60,"zipAvailable":61},[51,54,57],{"tool":52,"command":53},"npx","npx skills add Sam-06060\u002Fjarvis-assistant --skill game-audio",{"tool":55,"command":56},"bunx","bunx skills add Sam-06060\u002Fjarvis-assistant --skill game-audio",{"tool":58,"command":59},"pnpm","pnpm dlx skills add Sam-06060\u002Fjarvis-assistant --skill game-audio","安装技能，技能地址：https:\u002F\u002Fgithub.com\u002FSam-06060\u002Fjarvis-assistant\u002Fblob\u002Fmain\u002Fmodules\u002Fagent_skills\u002Fawesome-skills\u002Fplaybooks\u002Fgame-development\u002Fgame-audio\u002FSKILL.md",true,[],[64,75,91,118,137,164],{"skillNo":65,"name":66,"nameZh":6,"description":6,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":67,"categories":68,"keywords":72,"publishedAt":34},"01M6GDRVS6FXX3ESH0C9DW01C0","test_skill","https:\u002F\u002Fgithub.com\u002FSam-06060\u002Fjarvis-assistant\u002Fblob\u002Fmain\u002Fscratch\u002Ftest_skill\u002FSKILL.md",[69],{"categoryNo":70,"categoryName":71,"taxonomyType":21,"taxonomyTypeDesc":22},"01JBSEEDCAT000000000000008","测试与质量",[73,74],"Test Skill","test",{"skillNo":76,"name":77,"nameZh":6,"description":78,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":79,"categories":80,"keywords":81,"publishedAt":34},"01M6GDRQ40HX22MA6XWC31RHHK","zustand-store-ts","Create Zustand stores following established patterns with proper TypeScript types and middleware.","https:\u002F\u002Fgithub.com\u002FSam-06060\u002Fjarvis-assistant\u002Fblob\u002Fmain\u002Fmodules\u002Fagent_skills\u002Fawesome-skills\u002Fplaybooks\u002Fzustand-store-ts\u002FSKILL.md",[],[82,83,84,85,86,87,88,33,89,90],"zustand store ts","zustand","store","with","types","middleware","patterns","create","typescript",{"skillNo":92,"name":93,"nameZh":6,"description":94,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":95,"categories":96,"keywords":100,"publishedAt":34},"01M6GDRKEA0WE670SPFWX5GKCN","zoom-automation","Automate Zoom meeting creation, management, recordings, webinars, and participant tracking via Rube MCP (Composio). Always search tools first for current schemas.","https:\u002F\u002Fgithub.com\u002FSam-06060\u002Fjarvis-assistant\u002Fblob\u002Fmain\u002Fmodules\u002Fagent_skills\u002Fawesome-skills\u002Fplaybooks\u002Fzoom-automation\u002FSKILL.md",[97],{"categoryNo":98,"categoryName":99,"taxonomyType":21,"taxonomyTypeDesc":22},"01JBSEEDCAT000000000000023","Skill与智能体开发",[101,102,103,104,105,106,107,108,109,110,111,112,113,114,33,115,116,117],"automation","zoom automation","zoom","first","Tools","search","MCP","via","meeting","automate","critical","creation","webinars","composio","recordings","management","tracking",{"skillNo":119,"name":120,"nameZh":6,"description":121,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":122,"categories":123,"keywords":125,"publishedAt":34},"01M6GDRFS1452PC71JQ38S24HR","zoho-crm-automation","Automate Zoho CRM tasks via Rube MCP (Composio): create\u002Fupdate records, search contacts, manage leads, and convert leads. Always search tools first for current schemas.","https:\u002F\u002Fgithub.com\u002FSam-06060\u002Fjarvis-assistant\u002Fblob\u002Fmain\u002Fmodules\u002Fagent_skills\u002Fawesome-skills\u002Fplaybooks\u002Fzoho-crm-automation\u002FSKILL.md",[124],{"categoryNo":98,"categoryName":99,"taxonomyType":21,"taxonomyTypeDesc":22},[126,101,127,128,129,130,131,33,106,132,114,133,111,110,105,134,89,135,107,136],"crm automation","zoho crm","crm","zoho crm automation","zoho","leads","contacts","records","update","tasks","manage",{"skillNo":138,"name":139,"nameZh":6,"description":140,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":141,"categories":142,"keywords":146,"publishedAt":34},"01M6GDRCKQBAVTGHX5XBH26KPZ","zod-validation-expert","Expert in Zod — TypeScript-first schema validation. Covers parsing, custom errors, refinements, type inference, and integration with React Hook Form, Next.js, and tRPC.","https:\u002F\u002Fgithub.com\u002FSam-06060\u002Fjarvis-assistant\u002Fblob\u002Fmain\u002Fmodules\u002Fagent_skills\u002Fawesome-skills\u002Fplaybooks\u002Fzod-validation-expert\u002FSKILL.md",[143],{"categoryNo":144,"categoryName":145,"taxonomyType":21,"taxonomyTypeDesc":22},"01JBSEEDCAT000000000000009","前端开发",[147,148,149,150,151,90,152,153,154,155,156,157,85,158,159,160,161,33,162,163],"expert","zod","zod validation expert","validation","react","safe","parsing","errors","schema validation","react hook form","hook","trpc","form","type","next","schema","Next.js",{"skillNo":165,"name":166,"nameZh":6,"description":167,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":168,"categories":169,"keywords":171,"publishedAt":34},"01M6GDR658B08K4MY0RWD4A6EH","zeroize-audit","Detects missing zeroization of sensitive data in source code and identifies zeroization removed by compiler optimizations, with assembly-level analysis, and control-flow verification. Use for auditing C\u002FC++\u002FRust code handling secrets, keys, passwords, or other sensitive data.","https:\u002F\u002Fgithub.com\u002FSam-06060\u002Fjarvis-assistant\u002Fblob\u002Fmain\u002Fmodules\u002Fagent_skills\u002Fawesome-skills\u002Fplaybooks\u002Fzeroize-audit\u002FSKILL.md",[170],{"categoryNo":98,"categoryName":99,"taxonomyType":21,"taxonomyTypeDesc":22},[172,173,174,175,176,177,178,179,33,180,181,182,183,184,185,186,187,188,189,107],"zeroize audit","audit","write","passwords","get","project","c++","activate","assembly","read","Bash","secrets","analysis","data","flow","verification","code","rust"]