Agent skill

Game Audio

by xenitV1 in xenitV1/Antigravity-Workflows

Game audio principles. An agent skill from xenitV1/Antigravity-Workflows.

MITAuto-check passedGame Development

Install Game Audio

skills CLI
$ npx skills add xenitV1/Antigravity-Workflows --skill game-audio -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install xenitV1/Antigravity-Workflows game-audio --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/xenitV1/Antigravity-Workflows.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/game-development/game-audio .claude/skills/game-audio && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
game-audio
GitHub stars
130
Used in
9 other repos
Token cost
~1.3k tokens
SKILL.md length
480 words
Files
1
Skills in repo
42
Repo updated
First seen
Licence
MIT

At a glance

Game audio principles. An agent skill from xenitV1/Antigravity-Workflows.

  • Works in 8 steps: Audio Category System → Sound Design Decisions → Music Integration → …
  • Tasks that involve Game assets and audio
  • SKILL.md covers 1. Audio Category System, 2. Sound Design Decisions, 3. Music Integration and 4. Adaptive Audio Decisions, plus 4 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Game Audio is an agent skill from xenitV1/Antigravity-Workflows. Game audio principles. Sound design, music integration, adaptive audio systems.

Its SKILL.md is about 1.3k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.

It sits in Game Development, covering Game assets and audio and Music and audio generation. The licence is MIT.

When your agent uses it

  • Tasks that involve Game assets and audio
  • Tasks that involve Music and audio generation

Example prompts

  • “/game-audio”

Requirements

  • Pre-approved tools (allowed-tools): Read, Glob, Grep

Workflow steps

8 steps, taken from the step headings in SKILL.md.

  1. Audio Category System
  2. Sound Design Decisions
  3. Music Integration
  4. Adaptive Audio Decisions
  5. 3D Audio Decisions
  6. Platform Considerations
  7. Mix Hierarchy
  8. Anti-Patterns

What it can do on your machine

Read from SKILL.md and the folder at commit f0a1fa7. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves these tools, so the agent can use them without asking each time:

    • Read
    • Glob
    • Grep

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md.

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Game Audio loads about 1.3k tokens when it runs. Until then it costs about 23 tokens; SKILL.md has 480 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~23
When it runs · the whole SKILL.md, loaded when a task matches
~1.3k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from xenitV1/Antigravity-Workflows at commit f0a1fa7, republished under its MIT licence (© xenitV1). 480 words, ~1,326 tokens.

Download SKILL.mdSave it as .claude/skills/game-audio/SKILL.md (or your agent's skills folder).
name
game-audio
description
Game audio principles. Sound design, music integration, adaptive audio systems.
allowed-tools
Read, Glob, Grep

Game Audio Principles

Sound design and music integration for immersive game experiences.


1. Audio Category System

Category Definitions
CategoryBehaviorExamples
MusicLooping, crossfade, duckingBGM, combat music
SFXOne-shot, 3D positionedFootsteps, impacts
AmbientLooping, background layerWind, crowd, forest
UIImmediate, non-3DButton clicks, notifications
VoicePriority, ducking triggerDialogue, 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
ApproachWhen to UseTrade-offs
RecordingRealistic needsHigh quality, time intensive
SynthesisSci-fi, retro, UIUnique, requires skill
Library samplesFast productionCommon sounds, licensing
LayeringComplex soundsBest results, more work
Layering Structure
LayerPurposeExample: Gunshot
AttackInitial transientClick, snap
BodyMain characterBoom, blast
TailDecay, roomReverb, echo
SweetenerSpecial sauceShell 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
TechniqueUse WhenFeel
CrossfadeSmooth mood shiftGradual
StingerImmediate eventDramatic
Stem mixingDynamic intensitySeamless
Beat-syncedRhythmic gameplayMusical
Queue pointNext natural breakClean

4. Adaptive Audio Decisions

Intensity Parameters
ParameterAffectsExample
Threat levelMusic intensityEnemy count
HealthFilter, reverbLow health = muffled
SpeedTempo, energyRacing speed
EnvironmentReverb, EQCave vs outdoor
Time of dayMood, volumeNight = quieter
Vertical vs Horizontal
SystemWhat ChangesBest For
Vertical (layers)Add/remove instrument layersIntensity scaling
Horizontal (segments)Different music sectionsState changes
CombinedBothAAA adaptive scores

5. 3D Audio Decisions

Spatialization
Element3D Positioned?Reason
Player footstepsNo (or subtle)Always audible
Enemy footstepsYesDirectional awareness
GunfireYesCombat awareness
MusicNoMood, non-diegetic
Ambient zoneYes (area)Environmental
UI soundsNoInterface feedback
Distance Behavior
DistanceSound Behavior
NearFull volume, full frequency
MediumVolume falloff, high-freq rolloff
FarLow volume, low-pass filter
MaxSilent or ambient hint

Show full SKILL.md (192 more words)Show less

6. Platform Considerations

Format Selection
PlatformRecommended FormatReason
PCOGG Vorbis, WAVQuality, no licensing
ConsolePlatform-specificCertification
MobileMP3, AACSize, compatibility
WebWebM/Opus, MP3 fallbackBrowser support
Memory Budget
Game TypeAudio BudgetStrategy
Mobile casual10-50 MBCompressed, fewer variants
PC indie100-500 MBQuality focus
AAA1+ GBFull quality, many variants

7. Mix Hierarchy

Volume Balance Reference
CategoryRelative LevelNotes
Voice0 dB (reference)Always clear
Player SFX-3 to -6 dBProminent but not harsh
Music-6 to -12 dBFoundation, ducks for voice
Enemy SFX-6 to -9 dBImportant but not dominant
Ambient-12 to -18 dBSubtle background
Ducking Rules
WhenDuck WhatAmount
Voice playsMusic, Ambient-6 to -9 dB
ExplosionAll except explosionBrief duck
Menu openGameplay audio-3 to -6 dB

8. Anti-Patterns

Don'tDo
Play same sound repeatedlyUse variations (3-5 per sound)
Max volume everythingUse proper mix hierarchy
Ignore silenceSilence creates contrast
One music track loops foreverProvide variety, transitions
Skip audio in prototypePlaceholder audio matters

Remember: 50% of the game experience is audio. A muted game loses half its soul.

© xenitV1, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

Just SKILL.md in skills/game-development/game-audio of xenitV1/Antigravity-Workflows.

Open the folder on GitHubat commit f0a1fa7

Used in 9 other repositories

We found 24 copies of this SKILL.md (exact, near-identical or edited) in other folders, from 9 other GitHub owners. This page covers the copy in xenitV1/Antigravity-Workflows, which our catalogue first saw on October 7, 2026.

Compare with similar skills

Game Audio next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Game Audio compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Game Audio this skillxenitV1/Antigravity-Workflows1309 repos~1.3kAutomated safety check: PassMIT
Fal Assetsrehan-remade/universal-modder5.8k—~2kAutomated safety check: NotesMIT
Soundhashgraph-online/awesome-codex-plugins1.3k—~2.4kAutomated safety check: PassApache-2.0
Game Asset Generatorhtdt/godogen7.1k—~2.8kAutomated safety check: PassMIT
Threejs 3D Generatorvalkor-ai/loom1.2k1 repos~2.6kAutomated safety check: PassApache-2.0
Asset Pipelinerehan-remade/universal-modder5.8k—~2kAutomated safety check: PassMIT

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Questions about Game Audio

What does Game Audio do?

Game audio principles. An agent skill from xenitV1/Antigravity-Workflows. Game Audio is an agent skill from xenitV1/Antigravity-Workflows. Game audio principles.

When should I use Game Audio?

Game Audio fits situations like: tasks that involve Game assets and audio; tasks that involve Music and audio generation.

How do I install Game Audio in Claude Code?

Run `npx skills add xenitV1/Antigravity-Workflows --skill game-audio -a claude-code`. Or copy the skill folder (skills/game-development/game-audio in xenitV1/Antigravity-Workflows) into .claude/skills/game-audio in your project. Claude Code loads it when a task matches its description.

How do I install Game Audio in Codex?

Run `npx skills add xenitV1/Antigravity-Workflows --skill game-audio -a codex`. Or copy the skill folder (skills/game-development/game-audio in xenitV1/Antigravity-Workflows) into .agents/skills/game-audio in your project. Codex loads it when a task matches its description.

Can I use Game Audio in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add xenitV1/Antigravity-Workflows --skill game-audio -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/game-audio, .gemini/skills/game-audio, .github/skills/game-audio and .opencode/skills/game-audio in your project.

What does Game Audio need to run?

SKILL.md names no scripts, command-line tools or credentials: Game Audio is instructions for the agent only. Its frontmatter pre-approves these tools: Read, Glob, Grep.

Does Game Audio access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Game Audio safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Game Audio use?

Game Audio is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Game Audio use?

About 1.3k tokens (SKILL.md is roughly 5.3k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Game Audio?

Skills that share tags, products or a category with Game Audio: Fal Assets (rehan-remade/universal-modder, 5.8k stars), Sound (hashgraph-online/awesome-codex-plugins, 1.3k stars), Game Asset Generator (htdt/godogen, 7.1k stars) and Threejs 3D Generator (valkor-ai/loom, 1.2k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Game Audio?

xenitV1 (a GitHub user) maintains it in xenitV1/Antigravity-Workflows, which has 130 GitHub stars. The repository holds 42 skills in this directory. The repository was last updated on January 14, 2026.

Source: xenitV1/Antigravity-Workflows on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.