Agent Skillsmtarcure/claude-vibe-squad › interactive-audio-design

interactive-audio-design

GitHub

用于设计游戏音频交互系统,包括自适应音乐、动态音效、空间音频及混音规则。根据游戏状态定义音频层级、过渡逻辑和触发参数,确保内存与语音限制合规,为下游集成提供蓝图。

.agents/skills/interactive-audio-design/SKILL.md mtarcure/claude-vibe-squad

Trigger Scenarios

需要设计游戏内自适应音乐或动态音效系统 定义音频状态机、混音总线或语音资源预算

Install

npx skills add mtarcure/claude-vibe-squad --skill interactive-audio-design -g -y
More Options

Non-standard path

npx skills add https://github.com/mtarcure/claude-vibe-squad/tree/main/.agents/skills/interactive-audio-design -g -y

Use without installing

npx skills use mtarcure/claude-vibe-squad@interactive-audio-design

指定 Agent (Claude Code)

npx skills add mtarcure/claude-vibe-squad --skill interactive-audio-design -a claude-code -g -y

安装 repo 全部 skill

npx skills add mtarcure/claude-vibe-squad --all -g -y

预览 repo 内 skill

npx skills add mtarcure/claude-vibe-squad --list

SKILL.md

Frontmatter
{
    "name": "interactive-audio-design",
    "audience": "specialist",
    "description": "Use when gameplay state must drive sound and music reactively—specify stems, crossfades, stingers, horizontal resequencing, sound-effect pools, round-robin variation, spatialization, bus ducking, voice limits, and memory or streaming ceilings. Stop at the reactive-system blueprint; downstream schema packaging, media generation, and runtime code are separate."
}

Interactive Audio Design

Design the interactive layer over generated audio assets: adaptive music, dynamic SFX systems, spatial audio, mix/ducking, and audio state machines.

Steps

  1. Derive audio states from the game state model (menu, explore, combat, etc.); define entry/exit and transition rules between them.
  2. Design adaptive music as layers/stems with transition behavior (crossfade, stinger, horizontal re-sequence) tied to state.
  3. Design the SFX system: sound pools, round-robin/randomization to avoid repetition, and spatialization rules.
  4. Define mix buses and ducking rules (e.g. duck SFX under dialogue) as deterministic parameters, not vibes.
  5. For each cue, specify trigger, parameters, and a memory/voice-count/streaming budget; name the middleware/runtime target.
  6. Hand rendering to the audio asset specialists and integration to game-engineer; never self-clear voice-likeness.

Acceptance

  • Every audio state has entry/exit + transition behavior; no unbounded voice count.
  • Mix and ducking rules are deterministic and parameterized.
  • Each cue names its trigger, parameters, and budget; middleware target stated.

Version History

  • d5262e2 Current 2026-09-11 11:16

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