Agent skill

Game Audio Workflow

by witnesstodark in witnesstodark/mr-mak-workspace

Build and review game sound banks, map chosen takes to real events, and prepare or verify runtime playback with timing, repetition and mix limits.

MITAuto-check passedGame Development

Install Game Audio Workflow

skills CLI
$ npx skills add witnesstodark/mr-mak-workspace --skill game-audio-workflow -a claude-code

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

GitHub CLI
$ gh skill install witnesstodark/mr-mak-workspace game-audio-workflow --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/witnesstodark/mr-mak-workspace.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.agents/skills/game-audio-workflow .claude/skills/game-audio-workflow && 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-workflow
GitHub stars
336
Token cost
~811 tokens
SKILL.md length
429 words
Files
1
Skills in repo
19
Repo updated
First seen
Licence
MIT

At a glance

Build and review game sound banks, map chosen takes to real events, and prepare or verify runtime playback with timing, repetition and mix limits.

  • UI cues and ambience
  • SKILL.md covers Prepare and select material, Follow the real event and Integrate and listen
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md
  • Tasks that involve Game assets and audio

What it does

Game Audio Workflow is an agent skill from witnesstodark/mr-mak-workspace. Build and review game sound banks, map chosen takes to real events, and prepare or verify runtime playback with timing, repetition and mix limits. Use for unit voices, foley, impacts, UI cues and ambience.

Its SKILL.md is about 810 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. The repository describes itself as: A local desktop workspace for Codex and Claude Code, with project reports, creative skills and optional voice. The licence is MIT.

When your agent uses it

  • UI cues and ambience
  • Tasks that involve Game assets and audio

Example prompts

  • “/game-audio-workflow”

What it can do on your machine

Read from SKILL.md and the folder at commit 1e0c7c3. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    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 Workflow loads about 811 tokens when it runs. Until then it costs about 56 tokens; SKILL.md has 429 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~56
When it runs · the whole SKILL.md, loaded when a task matches
~811

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 witnesstodark/mr-mak-workspace at commit 1e0c7c3, republished under its MIT licence (© witnesstodark). 429 words, ~811 tokens.

Download SKILL.mdSave it as .claude/skills/game-audio-workflow/SKILL.md (or your agent's skills folder).
name
game-audio-workflow
description
Build and review game sound banks, map chosen takes to real events, and prepare or verify runtime playback with timing, repetition and mix limits. Use for unit voices, foley, impacts, UI cues and ambience.

Game audio workflow

Start with an event inventory and native motion/gameplay references. Separate unit voice, movement/gear, weapon air, material impact, victim reaction, UI, strategic alerts, music and ambience. A good recording can still be wrong for the event, camera distance or crowd mix.

Prepare and select material

For each event, record its meaning, motion anchor, source or generation route, desired length and review state. Reuse the user's chosen provider, voice and references. Inspect current tool capabilities instead of copying a stale model identifier. Keep generation IDs to recover pending jobs without duplicating them.

Use stable take IDs and direct local playback. Keep source, audition edit and runtime file distinct. Record cut points, fades, gain/pitch/time changes and source hashes. A compressed preview is not a lossless production master. Review actual samples for clipping, silence, format, duration and loop seams; technical checks do not establish the desired performance or tone.

Keep candidate, liked-for-comparison, accepted, integrated and mix-reviewed states separate. Preserve rejected history without presenting it as selected. Do not normalize or replace an accepted original silently. One accepted source may map to multiple events without duplicate files.

Follow the real event

Split an attack into optional effort, swing air, confirmed material contact and recipient reaction. A cancelled attack produces no contact sound. A death voice is separate from the body's actual landing. Footsteps follow planted-foot events or the project's verified distance/phase system; an arbitrary timer or a full audition loop may drift from the animation.

Play one appropriate speaker for a group command, with per-speaker repetition limits. Repeated path updates may affect movement without repeating the voice. Choose concurrency, variation and distance limits from the actual mix. Coalesce related alerts and fire a match result once from the authoritative result event, not whenever the HUD refreshes. Do not add a parry cue without a real parry event.

Show full SKILL.md (124 more words)Show less

Integrate and listen

Use the project's mixer groups and persistent settings. Verify pause, mute, scene changes, interruption, visibility and source cleanup. Audition at gameplay distance and with a representative crowd, then check normal device output. Preserve the user's mix; do not replay unrelated narration during a focused test.

Deliver an event-to-file manifest, provenance/licences, original and derived files, selected states, event anchors, native listening capture and open mix decisions. Name which checks were technical and which were listened to.

Example: a robot's walk, swing, metal impact and shutdown. Successful delivery keeps the impact conditional on a hit, aligns steps, limits crowd repetition and preserves the approved takes. Dependencies: an audio editor or FFmpeg for edits, chosen generation/stock tools when requested, and engine access for integration.

© witnesstodark, 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 .agents/skills/game-audio-workflow of witnesstodark/mr-mak-workspace.

Open the folder on GitHubat commit 1e0c7c3

Compare with similar skills

Game Audio Workflow 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 Workflow compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Game Audio Workflow this skillwitnesstodark/mr-mak-workspace336—~811Automated safety check: PassMIT
Game Asset Generatorhtdt/godogen7.1k—~2.8kAutomated safety check: PassMIT
Threejs 3D Generatorvalkor-ai/loom1.2k1 repos~2.6kAutomated safety check: PassApache-2.0
Game Asset AuditDonchitos/Claude-Code-Game-Studios26k—~2kAutomated safety check: PassMIT
Asset Pipelinerehan-remade/universal-modder5.3k—~2kAutomated safety check: PassMIT
Game Asset Spec WriterDonchitos/Claude-Code-Game-Studios26k—~5kAutomated safety check: PassMIT

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Questions about Game Audio Workflow

What does Game Audio Workflow do?

Build and review game sound banks, map chosen takes to real events, and prepare or verify runtime playback with timing, repetition and mix limits. Game Audio Workflow is an agent skill from witnesstodark/mr-mak-workspace. Build and review game sound banks, map chosen takes to real events, and prepare or verify runtime playback with timing, repetition and mix limits.

When should I use Game Audio Workflow?

Game Audio Workflow fits situations like: UI cues and ambience; tasks that involve Game assets and audio.

How do I install Game Audio Workflow in Claude Code?

Run `npx skills add witnesstodark/mr-mak-workspace --skill game-audio-workflow -a claude-code`. Or copy the skill folder (.agents/skills/game-audio-workflow in witnesstodark/mr-mak-workspace) into .claude/skills/game-audio-workflow in your project. Claude Code loads it when a task matches its description.

How do I install Game Audio Workflow in Codex?

Run `npx skills add witnesstodark/mr-mak-workspace --skill game-audio-workflow -a codex`. Or copy the skill folder (.agents/skills/game-audio-workflow in witnesstodark/mr-mak-workspace) into .agents/skills/game-audio-workflow in your project. Codex loads it when a task matches its description.

Can I use Game Audio Workflow 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 witnesstodark/mr-mak-workspace --skill game-audio-workflow -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-workflow, .gemini/skills/game-audio-workflow, .github/skills/game-audio-workflow and .opencode/skills/game-audio-workflow in your project.

What does Game Audio Workflow need to run?

SKILL.md names no scripts, command-line tools or credentials: Game Audio Workflow is instructions for the agent only.

Does Game Audio Workflow 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 Workflow 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 Workflow use?

Game Audio Workflow 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 Workflow use?

About 811 tokens (SKILL.md is roughly 3.2k 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 Workflow?

Skills that share tags, products or a category with Game Audio Workflow: Game Asset Generator (htdt/godogen, 7.1k stars), Threejs 3D Generator (valkor-ai/loom, 1.2k stars), Game Asset Audit (Donchitos/Claude-Code-Game-Studios, 26k stars) and Asset Pipeline (rehan-remade/universal-modder, 5.3k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Game Audio Workflow?

witnesstodark (a GitHub user) maintains it in witnesstodark/mr-mak-workspace, which has 336 GitHub stars. The repository holds 19 skills in this directory. The repository was last updated on October 5, 2026.

Source: witnesstodark/mr-mak-workspace on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.