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- Vudovn
- Antigravity Kit
- Game Audio
game-audio_skill
- TypeScript
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2 months ago
Catalog Refreshed
4 months ago
First Indexed
Readme & install
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Installation
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npx veilstrat add skill vudovn/antigravity-kit --skill game-audio- SKILL.md5.2 KB
Overview
This skill teaches practical game audio principles for sound design, music integration, adaptive systems, and 3D spatialization. It delivers clear guidelines for categories, mixing, platform constraints, and creative workflows to make audio that supports gameplay and emotion. The focus is actionable decisions you can apply in engines and production pipelines.
How this skill works
I present a concise system for categorizing audio (Music, SFX, Ambient, UI, Voice) and a priority hierarchy to resolve competing sounds. The skill covers SFX creation approaches, layering templates, music state machines and transition techniques, adaptive parameter design, spatialization rules, platform format recommendations, and mixing targets. Each section gives trade-offs and concrete settings you can use in implementation.
When to use it
- Designing audio for a new game or prototype to set consistent rules
- Creating SFX and music that must adapt to player state and intensity
- Tuning 3D positioning and distance behavior for immersive worlds
- Setting memory/format targets for mobile, PC, console, or web
- Establishing a mix hierarchy and ducking rules for clear dialogue
Best practices
- Define categories and a priority hierarchy early; make voice highest priority
- Use layering (attack/body/tail/sweetener) for rich, reusable SFX
- Implement music state systems with crossfades, stingers, and stems for adaptability
- Mix to targets (voice 0 dB reference, music -6 to -12 dB) and automate ducking rules
- Provide 3–5 variations per repeated SFX and avoid looping a single track forever
Example use cases
- A combat system where threat level ramps music stems and adds percussion layers
- Footstep system: non-3D player footsteps, 3D enemy footsteps for directional cues
- Mobile build: compress and limit variants to fit a 10–50 MB audio budget
- Boss encounter using horizontal segments for phases plus vertical layering for intensity
- Dialogue-heavy scene where voice ducks music and ambient for clarity
FAQ
Synthesize for sci-fi, UI blips, or when you need unique textures quickly; record when realism and organic detail matter.
How many variations per SFX are enough?
Aim for 3–5 variations to reduce repetition without inflating memory; more for high-frequency events like footsteps.