[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"skill:01M718RBWXYM9BSAJJ22PB3E9T":3,"skill-same:01M718RBWXYM9BSAJJ22PB3E9T":66},{"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":40,"linkOnly":41,"markdownContent":42,"markdownBody":43,"frontMatter":44,"refName":46,"commitSha":47,"skillDirectory":48,"forksCount":14,"repositoryHtmlUrl":49,"repositoryHomepageUrl":6,"ownerHtmlUrl":50,"ownerBlogUrl":6,"ownerDescription":6,"updatedAt":51,"install":52,"resources":65},"01M718RBWXYM9BSAJJ22PB3E9T","game-audio",null,"Game audio principles. Sound design, music integration, adaptive audio systems.","sapsapshen\u002Fai-memory-router","sapsapshen","https:\u002F\u002Favatars.githubusercontent.com\u002Fu\u002F20347959?v=4","01M6XDQEF1DP50DKF37H81J3J5","shenmian","01M6XDQEJPE41Y3DT2763X8ZJN",0,"MIT","https:\u002F\u002Fgithub.com\u002Fsapsapshen\u002Fai-memory-router\u002Fblob\u002Fmain\u002Fskills-store\u002Fglobal\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",[27,28,29,30,31,32,33,34,35,36,37,38,39],"Audio","game audio","game","adaptive","community","design","unknown","principles","2026","integration","systems","music","sound","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":33,"source":31,"date_added":45,"description":7},"2026-02-27","main","7a38d8e7073e61c16eda85681cb32fb68a8657a5","skills-store\u002Fglobal\u002Fgame-development\u002Fgame-audio","https:\u002F\u002Fgithub.com\u002Fsapsapshen\u002Fai-memory-router","https:\u002F\u002Fgithub.com\u002Fsapsapshen","2026-04-14 21:12:12",{"source":8,"skillName":5,"commands":53,"prompt":63,"zipAvailable":64},[54,57,60],{"tool":55,"command":56},"npx","npx skills add sapsapshen\u002Fai-memory-router --skill game-audio",{"tool":58,"command":59},"bunx","bunx skills add sapsapshen\u002Fai-memory-router --skill game-audio",{"tool":61,"command":62},"pnpm","pnpm dlx skills add sapsapshen\u002Fai-memory-router --skill game-audio","安装技能，技能地址：https:\u002F\u002Fgithub.com\u002Fsapsapshen\u002Fai-memory-router\u002Fblob\u002Fmain\u002Fskills-store\u002Fglobal\u002Fgame-development\u002Fgame-audio\u002FSKILL.md",true,[],[67,90,116,126,139,155],{"skillNo":68,"name":69,"nameZh":6,"description":70,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":71,"categories":72,"keywords":78,"publishedAt":40},"01M71ATQRKG48SH06FQ697T5G9","wechat-search","Search WeChat Official Account articles using OpenClaw's web search and fetch capabilities with compliance-focused design.","https:\u002F\u002Fgithub.com\u002Fsapsapshen\u002Fai-memory-router\u002Fblob\u002Fmain\u002Fskills-store\u002Fopenclaw\u002Fwechat-search-release\u002FSKILL.md",[73],{"categoryNo":74,"categoryName":75,"taxonomyType":76,"taxonomyTypeDesc":77},"01JBSEEDCAT000000000000037","律师与法务","PROFESSION","适用职业",[79,80,81,82,83,32,84,85,86,87,88,89],"wechat search","wechat","search","capabilities","openclaw","web search","compliance","web","official","fetch","with",{"skillNo":91,"name":92,"nameZh":6,"description":93,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":94,"categories":95,"keywords":96,"publishedAt":40},"01M71ATNAVGZB35PFYM2GC5N00","trend-tap","Real-time trending topics aggregator across 7 platforms (X\u002FTwitter, 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\u002Fhot. Do NOT use web_search — this skill already fetches live data from all platforms with zero API keys.","https:\u002F\u002Fgithub.com\u002Fsapsapshen\u002Fai-memory-router\u002Fblob\u002Fmain\u002Fskills-store\u002Fopenclaw\u002Ftrend-tap\u002FSKILL.md",[],[97,98,99,100,101,102,81,103,104,105,106,107,108,109,110,111,112,113,114,115],"trend","trend tap","tap","api keys","Bash","time","trending","hacker","aggregator","do","when","brew","live","data","google","install","read","across","api",{"skillNo":117,"name":118,"nameZh":6,"description":119,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":120,"categories":121,"keywords":122,"publishedAt":40},"01M71ATJ9AM5KM15AA8PS302EB","trend-radar","Real-time trending topics aggregator across 7 platforms (X\u002FTwitter, 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\u002Fhot. Do NOT use web_search — this skill already fetches live data from all platforms with zero API keys.","https:\u002F\u002Fgithub.com\u002Fsapsapshen\u002Fai-memory-router\u002Fblob\u002Fmain\u002Fskills-store\u002Fopenclaw\u002Ftrend-radar\u002FSKILL.md",[],[123,124,97,108,109,110,111,101,81,113,125,114,115,107,105,104,103,112,102,100],"trend radar","radar","pulse",{"skillNo":127,"name":128,"nameZh":6,"description":129,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":130,"categories":131,"keywords":132,"publishedAt":40},"01M71ATGF095N3EJM9G8SD0BB5","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。","https:\u002F\u002Fgithub.com\u002Fsapsapshen\u002Fai-memory-router\u002Fblob\u002Fmain\u002Fskills-store\u002Fopenclaw\u002Ftech-news-daily\u002FSKILL.md",[],[133,134,135,136,137,138],"news","tech","tech news daily","daily","rss","翻译",{"skillNo":140,"name":141,"nameZh":6,"description":142,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":143,"categories":144,"keywords":148,"publishedAt":40},"01M71ATFAEAMQ17M70NQNY7SR8","summarize","Summarize URLs or files with the summarize CLI (web, PDFs, images, audio, YouTube).","https:\u002F\u002Fgithub.com\u002Fsapsapshen\u002Fai-memory-router\u002Fblob\u002Fmain\u002Fskills-store\u002Fopenclaw\u002Fsummarize\u002FSKILL.md",[145],{"categoryNo":146,"categoryName":147,"taxonomyType":21,"taxonomyTypeDesc":22},"01JBSEEDCAT000000000000021","资料检索与研究",[141,86,27,149,150,89,108,151,152,153,99,154,112],"cli","youtube","images","https","files","pdfs",{"skillNo":156,"name":157,"nameZh":6,"description":158,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":159,"categories":160,"keywords":161,"publishedAt":40},"01M71ATDNS3R0M4H936PACQAWZ","sonoscli","Control Sonos speakers (discover\u002Fstatus\u002Fplay\u002Fvolume\u002Fgroup).","https:\u002F\u002Fgithub.com\u002Fsapsapshen\u002Fai-memory-router\u002Fblob\u002Fmain\u002Fskills-store\u002Fopenclaw\u002Fsonoscli\u002FSKILL.md",[],[157,162,163,164,112,165,152,166,167,168,169,170],"status","play","go","latest","github","discover","control","cmd","volume"]