01 前言 Front Matter
- name
- game-audio
- risk
- unknown
- source
- community
- date_added
- 2026-02-27
- description
- Game audio principles. Sound design, music integration, adaptive audio systems.
03 SKILL.md 正文
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 Integration
Music State System
Game State → Music Response
│
├── Menu → Calm, loopable theme
├── Exploration → Ambient, atmospheric
├── Combat detected → Transition to tension
├── Combat engaged → Full battle music
├── Victory → Stinger + calm transition
├── Defeat → Somber stinger
└── Boss → Unique, multi-phase track
Transition Techniques
| Technique |
Use When |
Feel |
| Crossfade |
Smooth mood shift |
Gradual |
| Stinger |
Immediate event |
Dramatic |
| Stem mixing |
Dynamic intensity |
Seamless |
| Beat-synced |
Rhythmic gameplay |
Musical |
| Queue point |
Next natural break |
Clean |
4. Adaptive Audio Decisions
Intensity Parameters
| Parameter |
Affects |
Example |
| Threat level |
Music intensity |
Enemy count |
| Health |
Filter, reverb |
Low health = muffled |
| Speed |
Tempo, energy |
Racing speed |
| Environment |
Reverb, EQ |
Cave vs outdoor |
| Time of day |
Mood, volume |
Night = quieter |
Vertical vs Horizontal
| System |
What Changes |
Best For |
| Vertical (layers) |
Add/remove instrument layers |
Intensity scaling |
| Horizontal (segments) |
Different music sections |
State changes |
| Combined |
Both |
AAA adaptive scores |
5. 3D Audio Decisions
Spatialization
| Element |
3D Positioned? |
Reason |
| Player footsteps |
No (or subtle) |
Always audible |
| Enemy footsteps |
Yes |
Directional awareness |
| Gunfire |
Yes |
Combat awareness |
| Music |
No |
Mood, non-diegetic |
| Ambient zone |
Yes (area) |
Environmental |
| UI sounds |
No |
Interface feedback |
Distance Behavior
| Distance |
Sound Behavior |
| Near |
Full volume, full frequency |
| Medium |
Volume falloff, high-freq rolloff |
| Far |
Low volume, low-pass filter |
| Max |
Silent or ambient hint |
6. Platform Considerations
Format Selection
| Platform |
Recommended Format |
Reason |
| PC |
OGG Vorbis, WAV |
Quality, no licensing |
| Console |
Platform-specific |
Certification |
| Mobile |
MP3, AAC |
Size, compatibility |
| Web |
WebM/Opus, MP3 fallback |
Browser support |
Memory Budget
| Game Type |
Audio Budget |
Strategy |
| Mobile casual |
10-50 MB |
Compressed, fewer variants |
| PC indie |
100-500 MB |
Quality focus |
| AAA |
1+ GB |
Full quality, many variants |
7. Mix Hierarchy
Volume Balance Reference
| Category |
Relative Level |
Notes |
| Voice |
0 dB (reference) |
Always clear |
| Player SFX |
-3 to -6 dB |
Prominent but not harsh |
| Music |
-6 to -12 dB |
Foundation, ducks for voice |
| Enemy SFX |
-6 to -9 dB |
Important but not dominant |
| Ambient |
-12 to -18 dB |
Subtle background |
Ducking Rules
| When |
Duck What |
Amount |
| Voice plays |
Music, Ambient |
-6 to -9 dB |
| Explosion |
All except explosion |
Brief duck |
| Menu open |
Gameplay audio |
-3 to -6 dB |
8. Anti-Patterns
| Don't |
Do |
| Play same sound repeatedly |
Use variations (3-5 per sound) |
| Max volume everything |
Use proper mix hierarchy |
| Ignore silence |
Silence creates contrast |
| One music track loops forever |
Provide variety, transitions |
| Skip audio in prototype |
Placeholder audio matters |
Remember: 50% of the game experience is audio. A muted game loses half its soul.
When to Use
This skill is applicable to execute the workflow or actions described in the overview.
04 同仓库更多 Skills
sapsapshen/ai-memory-router wechat-search
Search WeChat Official Account articles using OpenClaw's web search and fetch capabilities with compliance-focused design.
sapsapshen/ai-memory-router trend-tap
Real-time trending topics aggregator across 7 platforms (X/Twitter, Reddit, Google Trends, Hacker News, Zhihu, Bilibili, Weibo). Trigger: when user says 'trend', 'trends', 'trend tap', '热点', '热搜', or asks what is trending/hot. Do NOT use web_search — this skill already fetches live data from all platforms with zero API keys.
sapsapshen/ai-memory-router trend-radar
Real-time trending topics aggregator across 7 platforms (X/Twitter, Reddit, Google Trends, Hacker News, Zhihu, Bilibili, Weibo). Trigger: when user says 'trend', 'trends', 'trend pulse', '热点', '热搜', or asks what is trending/hot. Do NOT use web_search — this skill already fetches live data from all platforms with zero API keys.
sapsapshen/ai-memory-router tech-news-daily
每日科技新闻汇——从全球多个 RSS 源抓取最新科技新闻,翻译(英→中)、去重、排版成每日简报。当用户询问科技新闻、科技新鲜事、每日科技、技术动态、Daily Tech News 或类似表达时触发此技能。
sapsapshen/ai-memory-router summarize
Summarize URLs or files with the summarize CLI (web, PDFs, images, audio, YouTube).
sapsapshen/ai-memory-router sonoscli
Control Sonos speakers (discover/status/play/volume/group).