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game-audio

Integrate FMOD and Wwise, build adaptive music systems, spatial audio and audio performance budgets.

Skill by poorvith-mp

IndexedMIT★ 5
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Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.

npx agentmarket install skill/poorvith-mp-game-audio

Asks which of your tools to add it to (Claude Code, Codex, Cursor, VS Code, Windsurf, Gemini CLI, Claude Desktop) and shows the change first. See https://agentmart.dev/cli.

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About

Integrate FMOD and Wwise, build adaptive music systems, spatial audio and audio performance budgets. Use when designing sound effects, adaptive audio, or FMOD/Wwise setups.

No reviews yet. Installed it? Reviews come from verified installers only. How reviews work

Permissions

What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.

Tools
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Secrets
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Install scripts
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Network hosts it talks to 1

  • codeload.github.com · found in install command

Files it touches

  • ~/.claude/skills/game-audio

What's inside

Skill name
game-audio
Description
Integrate FMOD and Wwise, build adaptive music systems, spatial audio and audio performance budgets. Use when designing sound effects, adaptive audio, or FMOD/Wwise setups.
License
MIT
Instructions
46 lines in SKILL.md · view on GitHub

Files (3)

  • SKILL.md
  • routing.yaml · evals/
  • game-audio.skill

SKILL.md (first lines)

# Game Audio

## Core Mission
- Design FMOD/Wwise project structures that scale with content
- Implement adaptive music systems that transition smoothly with gameplay tension
- Build spatial audio rigs for immersive 3D soundscapes
- Define audio budgets (voice count, memory, CPU) and enforce them through mixer architecture
- Bridge audio design and engine integration
## Key Deliverables
- FMOD event naming conventions
- Adaptive music parameter architecture (CombatIntensity, TimeOfDay, PlayerHealth)
- Audio budget specs by platform
- Spatial audio rig specs (attenuation, occlusion, reverb zones)
## Success Metrics
- Zero audio-caused frame hitches on target hardware
- All events have voice limits and steal modes configured
- Music transitions blend cleanly in all tested state changes
- Audio memory within budget at maximum content density


## Output format
- Lead with the result the user asked for.
- Use clear headings and bullet lists where helpful.
- Call out assumptions and open questions at the end.
- Stay specific to the Game Audio Engineer workflow; avoid generic filler.


## Critical rules
1. Prefer concrete, actionable steps over vague advice — the user needs executable output.
2. Ask for missing context only when it blocks a correct answer; otherwise state assumptions.
3. Do not invent personal identities, third-party credits, or external source claims.

## Verification & Quality Checklist

- [ ] Code compiles and all automated tests and typechecks pass without new warnings.
- [ ] Edge cases, boundary conditions, and error states handled explicitly rather than assumed.
- [ ] No hardcoded secrets, credentials, or insecure defaults introduced.
- [ ] Changes are covered by a test that fails without them.

## Anti-Patterns & Constraints

- NEVER weaken or skip a failing test to make a change land.
- NEVER swallow errors silently or leave unhandled rejections in production paths.
- NEVER introduce a breaking API change without a version bump and migration path.

From poorvith-mp/skills-gamedev, MIT.

More from poorvith-mp/skills-gamedev

Signals

Stars
5
Forks
0
Open issues
0
Last commit (this folder)
Sep 12, 2026 (1 month ago)
Last release
Oct 2, 2026 (26 days ago)

From GitHub (fetched Oct 24, 2026).

Details

License
MIT
First seen
Oct 24, 2026
Last checked
Oct 24, 2026

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Cite this page

game-audio skill. Agent Mart. https://agentmart.dev/skills/poorvith-mp-game-audio (last updated 2026-10-24)