[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"skill:01M6ESAM7V3HKTY6FBE48X5RYZ":3,"skill-same:01M6ESAM7V3HKTY6FBE48X5RYZ":116},{"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":23,"publishedAt":37,"linkOnly":38,"markdownContent":39,"markdownBody":40,"frontMatter":41,"refName":44,"commitSha":45,"skillDirectory":46,"forksCount":47,"repositoryHtmlUrl":48,"repositoryHomepageUrl":49,"ownerHtmlUrl":50,"ownerBlogUrl":51,"ownerDescription":52,"updatedAt":53,"install":54,"resources":67},"01M6ESAM7V3HKTY6FBE48X5RYZ","unreal-build-audio",null,"Implement Unreal runtime audio using explicit assets, spatial routing, concurrency, and interruption-safe component ownership.","TimothyMeadows\u002FHephaera","TimothyMeadows","https:\u002F\u002Favatars.githubusercontent.com\u002Fu\u002F4072037?v=4","01M6ERVE3WV9X55S1NT4W5FDGA","Timothy D Meadows II","01M6ERVE8H7CBATH6KYFDKG5CJ",4,"MIT","https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Funreal-build-audio\u002FSKILL.md",[18],{"categoryNo":19,"categoryName":20,"taxonomyType":21,"taxonomyTypeDesc":22},"01JBSEEDCAT000000000000016","图像与多媒体","SCENARIO","使用场景",[24,25,26,27,28,29,30,31,32,33,34,35,36],"Audio","build","unreal","unreal build audio","safe","implement","component","routing","concurrency","assets","Spatial","runtime","ownership","2026-11-10 10:12:30",false,"---\nname: unreal-build-audio\ndescription: Implement Unreal runtime audio using explicit assets, spatial routing, concurrency, and interruption-safe component ownership.\nengines: [UNREAL]\n---\n\n# Unreal Build Audio\n\n## When to use\n\nImplement Unreal runtime audio using explicit assets, spatial routing, concurrency, and interruption-safe component ownership. Use this feature for Unreal-owned game code and content.\n\n## Activation and prerequisites\n\nRun `commands\u002Fresolve-engine.sh` and `commands\u002Fresolve-skill.sh unreal-build-audio` before edits or tool launches. Continue only when the effective engine is `UNREAL` and `compatible: true`. Skill selection never selects the engine. Honor any validated task override and its permitted isolated output scope.\n\nIdentify Unreal version, supported audio backend\u002Ftargets, selected SoundWave\u002FSoundCue or MetaSound approach, submix\u002Fsound-class layout, source rights, voice\u002Fmemory budgets and pause policy. Middleware and optional plugins remain explicit selections.\n\n## Workflow\n\n1. Map validated gameplay events to playback requests with ownership and semantic categories. Select the appropriate authored sound asset rather than coupling simulation state to audio component completion.\n2. Configure import compression, streaming, looping and platform quality for actual clip duration and use. Preserve subtitle\u002Flocalization metadata and validate licensing\u002Fprovenance before integration.\n3. Use owned AudioComponents or bounded transient playback deliberately. Track handles for loops and cancellable effects; pooling must reset parameters, attachments, mix routing and completion bindings.\n4. Set attenuation, spatialization, occlusion and listener behavior for the target experience. Optional spatialization plugins require explicit support and hardware verification rather than an assumed platform feature.\n5. Apply Sound Concurrency rules, priority, virtualization and voice limits. Overlapping impacts should coalesce or steal predictably without cutting essential dialogue or leaving suppressed gameplay cues.\n6. Separate game-thread events from audio-render timing. Use supported scheduling such as the selected Quartz workflow when precise musical timing is required; pause, dilation and travel need explicit bridge behavior.\n7. Manage submix\u002Fsound-class settings and reversible ducking under clear owners. Stop or transfer scene-owned audio on teardown, recover from output\u002Fsuspension changes and provide subtitles or visual equivalents.\n8. Read the [runtime audio reference](references\u002Fruntime-audio.md) for component\u002Fdelegate lifetime, MetaSound parameter contracts, Quartz scheduling and failure-aware verification. Generating or changing source media still follows the existing media contract and approval boundaries.\n\n## Verification\n\n- Listen on target hardware for clipping, attenuation, occlusion, transition timing and subtitle alignment.\n- Stress concurrency, virtualized loops, cancellation, actor destruction, world travel and suspended\u002Fresumed playback.\n- Record native audio CPU, active voices, streaming\u002Fmemory and timing evidence. Mock playback calls do not replace a listening review.\n\n## Output\n\nNative audio assets, component and concurrency ownership rules, routing\u002Fclock map, listening review and target performance measurements. Record environment, scope, expected and observed results, evidence paths, and blocked or not-run checks separately from passes.\n\n## Boundaries\n\nDo not install middleware or assume MetaSounds\u002FQuartz integration is already selected. Sound output failures must not change authoritative gameplay outcomes. Independent tools and services retain their own architecture contracts.\n\n## References\n\n- [Unreal audio](https:\u002F\u002Fdev.epicgames.com\u002Fdocumentation\u002Fen-us\u002Funreal-engine\u002Faudio-in-unreal-engine). Match the documentation version to the project.\n- [Sound concurrency](https:\u002F\u002Fdev.epicgames.com\u002Fdocumentation\u002Fen-us\u002Funreal-engine\u002Fsound-concurrency-reference-guide). Match the documentation version to the project.\n- [Runtime audio](references\u002Fruntime-audio.md): playback handles, clocks, selected systems and native listening evidence.\n\n","# Unreal Build Audio\n\n## When to use\n\nImplement Unreal runtime audio using explicit assets, spatial routing, concurrency, and interruption-safe component ownership. Use this feature for Unreal-owned game code and content.\n\n## Activation and prerequisites\n\nRun `commands\u002Fresolve-engine.sh` and `commands\u002Fresolve-skill.sh unreal-build-audio` before edits or tool launches. Continue only when the effective engine is `UNREAL` and `compatible: true`. Skill selection never selects the engine. Honor any validated task override and its permitted isolated output scope.\n\nIdentify Unreal version, supported audio backend\u002Ftargets, selected SoundWave\u002FSoundCue or MetaSound approach, submix\u002Fsound-class layout, source rights, voice\u002Fmemory budgets and pause policy. Middleware and optional plugins remain explicit selections.\n\n## Workflow\n\n1. Map validated gameplay events to playback requests with ownership and semantic categories. Select the appropriate authored sound asset rather than coupling simulation state to audio component completion.\n2. Configure import compression, streaming, looping and platform quality for actual clip duration and use. Preserve subtitle\u002Flocalization metadata and validate licensing\u002Fprovenance before integration.\n3. Use owned AudioComponents or bounded transient playback deliberately. Track handles for loops and cancellable effects; pooling must reset parameters, attachments, mix routing and completion bindings.\n4. Set attenuation, spatialization, occlusion and listener behavior for the target experience. Optional spatialization plugins require explicit support and hardware verification rather than an assumed platform feature.\n5. Apply Sound Concurrency rules, priority, virtualization and voice limits. Overlapping impacts should coalesce or steal predictably without cutting essential dialogue or leaving suppressed gameplay cues.\n6. Separate game-thread events from audio-render timing. Use supported scheduling such as the selected Quartz workflow when precise musical timing is required; pause, dilation and travel need explicit bridge behavior.\n7. Manage submix\u002Fsound-class settings and reversible ducking under clear owners. Stop or transfer scene-owned audio on teardown, recover from output\u002Fsuspension changes and provide subtitles or visual equivalents.\n8. Read the [runtime audio reference](references\u002Fruntime-audio.md) for component\u002Fdelegate lifetime, MetaSound parameter contracts, Quartz scheduling and failure-aware verification. Generating or changing source media still follows the existing media contract and approval boundaries.\n\n## Verification\n\n- Listen on target hardware for clipping, attenuation, occlusion, transition timing and subtitle alignment.\n- Stress concurrency, virtualized loops, cancellation, actor destruction, world travel and suspended\u002Fresumed playback.\n- Record native audio CPU, active voices, streaming\u002Fmemory and timing evidence. Mock playback calls do not replace a listening review.\n\n## Output\n\nNative audio assets, component and concurrency ownership rules, routing\u002Fclock map, listening review and target performance measurements. Record environment, scope, expected and observed results, evidence paths, and blocked or not-run checks separately from passes.\n\n## Boundaries\n\nDo not install middleware or assume MetaSounds\u002FQuartz integration is already selected. Sound output failures must not change authoritative gameplay outcomes. Independent tools and services retain their own architecture contracts.\n\n## References\n\n- [Unreal audio](https:\u002F\u002Fdev.epicgames.com\u002Fdocumentation\u002Fen-us\u002Funreal-engine\u002Faudio-in-unreal-engine). Match the documentation version to the project.\n- [Sound concurrency](https:\u002F\u002Fdev.epicgames.com\u002Fdocumentation\u002Fen-us\u002Funreal-engine\u002Fsound-concurrency-reference-guide). Match the documentation version to the project.\n- [Runtime audio](references\u002Fruntime-audio.md): playback handles, clocks, selected systems and native listening evidence.\n\n",{"name":5,"engines":42,"description":7},[43],"UNREAL","main","f819d9a9c7d641d8c7e14b59560a4fd358ec4630","skills\u002Funreal-build-audio",3,"https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera","https:\u002F\u002Fhephaera.com\u002F","https:\u002F\u002Fgithub.com\u002FTimothyMeadows","http:\u002F\u002Fwww.timothymeadows.com","Software & AI Systems Architect | Distributed Systems & Agentic Platforms","2026-11-13 12:12:19",{"source":8,"skillName":5,"commands":55,"prompt":65,"zipAvailable":66},[56,59,62],{"tool":57,"command":58},"npx","npx skills add TimothyMeadows\u002FHephaera --skill unreal-build-audio",{"tool":60,"command":61},"bunx","bunx skills add TimothyMeadows\u002FHephaera --skill unreal-build-audio",{"tool":63,"command":64},"pnpm","pnpm dlx skills add TimothyMeadows\u002FHephaera --skill unreal-build-audio","安装技能，技能地址：https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Funreal-build-audio\u002FSKILL.md",true,[68,74,78,82,86,90,94,98,102,108,112],{"path":69,"resourceType":70,"resourceTypeDesc":71,"sizeBytes":72,"sourceHtmlUrl":73},"agents\u002Fopenai.yaml","REFERENCE","参考文档",261,"https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Funreal-build-audio\u002Fagents\u002Fopenai.yaml",{"path":75,"resourceType":70,"resourceTypeDesc":71,"sizeBytes":76,"sourceHtmlUrl":77},"evals\u002Feval_queries.json",632,"https:\u002F\u002Fgithub.com\u002Feugenelim\u002Fagent-ready-repo\u002Fblob\u002Fmain\u002F.claude\u002Fskills\u002Fassimilate-primitive\u002Fevals\u002Feval_queries.json",{"path":79,"resourceType":70,"resourceTypeDesc":71,"sizeBytes":80,"sourceHtmlUrl":81},"evals\u002Fevals.json",1228,"https:\u002F\u002Fgithub.com\u002Feugenelim\u002Fagent-ready-repo\u002Fblob\u002Fmain\u002F.claude\u002Fskills\u002Fassimilate-primitive\u002Fevals\u002Fevals.json",{"path":83,"resourceType":70,"resourceTypeDesc":71,"sizeBytes":84,"sourceHtmlUrl":85},"references\u002Fanti-patterns.md",3125,"https:\u002F\u002Fgithub.com\u002Feugenelim\u002Fagent-ready-repo\u002Fblob\u002Fmain\u002F.claude\u002Fskills\u002Fassimilate-primitive\u002Freferences\u002Fanti-patterns.md",{"path":87,"resourceType":70,"resourceTypeDesc":71,"sizeBytes":88,"sourceHtmlUrl":89},"references\u002Fcraft-checklist.md",1942,"https:\u002F\u002Fgithub.com\u002Feugenelim\u002Fagent-ready-repo\u002Fblob\u002Fmain\u002F.claude\u002Fskills\u002Fassimilate-primitive\u002Freferences\u002Fcraft-checklist.md",{"path":91,"resourceType":70,"resourceTypeDesc":71,"sizeBytes":92,"sourceHtmlUrl":93},"references\u002Fhook-landing.md",2545,"https:\u002F\u002Fgithub.com\u002Feugenelim\u002Fagent-ready-repo\u002Fblob\u002Fmain\u002F.claude\u002Fskills\u002Fassimilate-primitive\u002Freferences\u002Fhook-landing.md",{"path":95,"resourceType":70,"resourceTypeDesc":71,"sizeBytes":96,"sourceHtmlUrl":97},"references\u002Fingest-safety.md",3726,"https:\u002F\u002Fgithub.com\u002Feugenelim\u002Fagent-ready-repo\u002Fblob\u002Fmain\u002F.claude\u002Fskills\u002Fassimilate-primitive\u002Freferences\u002Fingest-safety.md",{"path":99,"resourceType":70,"resourceTypeDesc":71,"sizeBytes":100,"sourceHtmlUrl":101},"references\u002Fruntime-audio.md",4068,"https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Funreal-build-audio\u002Freferences\u002Fruntime-audio.md",{"path":103,"resourceType":104,"resourceTypeDesc":105,"sizeBytes":106,"sourceHtmlUrl":107},"scripts\u002Fcollision_check.py","SCRIPT","脚本",1742,"https:\u002F\u002Fgithub.com\u002Feugenelim\u002Fagent-ready-repo\u002Fblob\u002Fmain\u002F.claude\u002Fskills\u002Fassimilate-primitive\u002Fscripts\u002Fcollision_check.py",{"path":109,"resourceType":104,"resourceTypeDesc":105,"sizeBytes":110,"sourceHtmlUrl":111},"scripts\u002Fssrf_check.py",4686,"https:\u002F\u002Fgithub.com\u002Feugenelim\u002Fagent-ready-repo\u002Fblob\u002Fmain\u002F.claude\u002Fskills\u002Fassimilate-primitive\u002Fscripts\u002Fssrf_check.py",{"path":113,"resourceType":104,"resourceTypeDesc":105,"sizeBytes":114,"sourceHtmlUrl":115},"scripts\u002Fwrite_jail.py",1867,"https:\u002F\u002Fgithub.com\u002Feugenelim\u002Fagent-ready-repo\u002Fblob\u002Fmain\u002F.claude\u002Fskills\u002Fassimilate-primitive\u002Fscripts\u002Fwrite_jail.py",[117,141,164,183,202,221],{"skillNo":118,"name":119,"nameZh":6,"description":120,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":121,"categories":122,"keywords":123,"publishedAt":37},"01M70V3EJ7JDFDFJ3XTKRGKRBP","verify-web3-game-lifecycle","Verify a game's selected Web3 asset, wallet, ownership and trading lifecycle with contract properties, canonical recovery, actual target evidence and separate release readiness.","https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Fverify-web3-game-lifecycle\u002FSKILL.md",[],[124,125,126,127,128,129,130,131,132,133,134,135,136,137,138,139,36,140],"game","verify","lifecycle","verify web3 game lifecycle","web3","with","evidence","readiness","release readiness","Wallet","recovery","properties","release","contract","canonical","asset","trading",{"skillNo":142,"name":143,"nameZh":6,"description":144,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":145,"categories":146,"keywords":147,"publishedAt":37},"01M70V3CS767H4M1FP4C2A7K51","verify-onchain-game-assets","Verify exact on-chain game collection ownership and quantities at canonical blocks, reconcile inventory events, and design honest match admission. Use for ERC721\u002FERC1155 inventory, reorg recovery, reservations, or transfer-during-match rules.","https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Fverify-onchain-game-assets\u002FSKILL.md",[],[124,148,125,149,33,150,151,152,153,154,155,156,157,158,159,160,134,161,162,163],"onchain","game assets","verify onchain game assets","chain","for","inventory","reservations","design","erc721","use","Rules","collection","on-chain","at","blocks","reconcile",{"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":170,"publishedAt":37},"01M70TZYWE48MTM8CGGDMWSJDN","plan-web3-game-assets","Define an opt-in Ethereum, Base or Immutable game-asset lifecycle, including token identity, supply, rights, custody, game eligibility and chain-specific dependencies.","https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Fplan-web3-game-assets\u002FSKILL.md",[],[124,171,149,33,172,128,173,174,175,176,151,177,126,178,179,180,181,139,182],"plan","plan web3 game assets","supply","opt","immutable","rights","dependencies","token","base","define","ethereum","identity",{"skillNo":184,"name":185,"nameZh":6,"description":186,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":187,"categories":188,"keywords":189,"publishedAt":37},"01M70TYYZ7SPZ7PE6A6GQ5RXQ9","integrate-game-wallets","Integrate explicit player-wallet connection, scoped SIWE authentication, authority invalidation and reviewed target-specific handoff without application-held player keys.","https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Fintegrate-game-wallets\u002FSKILL.md",[],[124,190,191,192,193,133,194,195,196,197,198,199,200,201],"integrate game wallets","integrate","wallets","siwe","keys","authentication","player","scoped","connection","authority","application","handoff",{"skillNo":203,"name":204,"nameZh":6,"description":205,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":206,"categories":207,"keywords":208,"publishedAt":37},"01M70TYX656BP1R0KWMYRX437R","integrate-game-asset-trading","Integrate explicitly selected game asset settlement with exact unsigned intents, scoped approvals, idempotent operations and canonical receipt reconciliation. Use for NFT listing, buying, cancellation, retries or marketplace integration.","https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Fintegrate-game-asset-trading\u002FSKILL.md",[],[124,209,191,139,140,210,211,152,197,212,157,213,214,129,215,216,217,218,219,220],"integrate game asset trading","reconciliation","idempotent operations","retries","listing","idempotent","nft","approvals","operations","marketplace","integration","intents",{"skillNo":222,"name":223,"nameZh":6,"description":224,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":225,"categories":226,"keywords":227,"publishedAt":37},"01M70TWV3J83RAJMA7BC62CPAH","build-evm-game-contracts","Author and verify host-owned EVM game collections and explicit mint, burn, craft or admin rules with pinned Solidity tooling. Use for contract source and deployment candidates; deployment and player signing require separate authorization.","https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Fbuild-evm-game-contracts\u002FSKILL.md",[],[124,228,25,229,230,152,231,196,232,137,233,157,158,234,129,235,236,125,237,238],"evm","build evm game contracts","contracts","deployment","collections","host","author","admin","signing","mint","tooling"]