Claude-Code-Game-Studios team-audio
Orchestrate audio team: audio-director + sound-designer + technical-artist + gameplay-programmer for full audio pipeline from direction to implementation.
git clone https://github.com/Donchitos/Claude-Code-Game-Studios
T=$(mktemp -d) && git clone --depth=1 https://github.com/Donchitos/Claude-Code-Game-Studios "$T" && mkdir -p ~/.claude/skills && cp -r "$T/.claude/skills/team-audio" ~/.claude/skills/donchitos-claude-code-game-studios-team-audio && rm -rf "$T"
.claude/skills/team-audio/SKILL.mdIf no argument is provided, output usage guidance and exit without spawning any agents:
Usage:
— specify the feature or area to design audio for (e.g.,/team-audio [feature or area],combat,main menu,forest biome). Do not useboss encounterhere; output the guidance directly.AskUserQuestion
When this skill is invoked with an argument, orchestrate the audio team through a structured pipeline.
Decision Points: At each step transition, use
AskUserQuestion to present
the user with the subagent's proposals as selectable options. Write the agent's
full analysis in conversation, then capture the decision with concise labels.
The user must approve before moving to the next step.
-
Read the argument for the target feature or area (e.g.,
,combat
,main menu
,forest biome
).boss encounter -
Gather context:
- Read relevant design docs in
for the featuredesign/gdd/ - Read the sound bible at
if it existsdesign/gdd/sound-bible.md - Read existing audio asset lists in
assets/audio/ - Read any existing sound design docs for this area
- Read relevant design docs in
How to Delegate
Use the Task tool to spawn each team member as a subagent:
— Sonic identity, emotional tone, audio palettesubagent_type: audio-director
— SFX specifications, audio events, mixing groupssubagent_type: sound-designer
— Audio middleware, bus structure, memory budgetssubagent_type: technical-artist
— Validate audio integration patterns for the enginesubagent_type: [primary engine specialist]
— Audio manager, gameplay triggers, adaptive musicsubagent_type: gameplay-programmer
Always provide full context in each agent's prompt (feature description, existing audio assets, design doc references).
- Orchestrate the audio team in sequence:
Step 1: Audio Direction (audio-director)
Spawn the
audio-director agent to:
- Define the sonic identity for this feature/area
- Specify the emotional tone and audio palette
- Set music direction (adaptive layers, stems, transitions)
- Define audio priorities and mix targets
- Establish any adaptive audio rules (combat intensity, exploration, tension)
Step 2: Sound Design and Audio Accessibility (parallel)
Spawn the
sound-designer agent to:
- Create detailed SFX specifications for every audio event
- Define sound categories (ambient, UI, gameplay, music, dialogue)
- Specify per-sound parameters (volume range, pitch variation, attenuation)
- Plan audio event list with trigger conditions
- Define mixing groups and ducking rules
Spawn the
accessibility-specialist agent in parallel to:
- Identify which audio events carry critical gameplay information (damage received, enemy nearby, objective complete) and require visual alternatives for hearing-impaired players
- Specify subtitle requirements: which audio events need captions, what text format, on-screen duration
- Check that no gameplay state is communicated by audio alone (all must have a visual fallback)
- Review the audio event list for any that could cause issues for players with auditory sensitivities (high-frequency alerts, sudden loud events)
- Output: audio accessibility requirements list integrated into the audio event spec
Step 3: Technical Implementation (parallel)
Spawn the
technical-artist agent to:
- Design the audio middleware integration (Wwise/FMOD/native)
- Define audio bus structure and routing
- Specify memory budgets for audio assets per platform
- Plan streaming vs preloaded asset strategy
- Design any audio-reactive visual effects
Spawn the primary engine specialist in parallel (from
.claude/docs/technical-preferences.md Engine Specialists) to validate the integration approach:
- Is the proposed audio middleware integration idiomatic for the engine? (e.g., Godot's built-in AudioStreamPlayer vs FMOD, Unity's Audio Mixer vs Wwise, Unreal's MetaSounds vs FMOD)
- Any engine-specific audio node/component patterns that should be used?
- Known audio system changes in the pinned engine version that affect the integration plan?
- Output: engine audio integration notes to merge with the technical-artist's plan
If no engine is configured, skip the specialist spawn.
Step 4: Code Integration (gameplay-programmer)
Spawn the
gameplay-programmer agent to:
- Implement audio manager system or review existing
- Wire up audio events to gameplay triggers
- Implement adaptive music system (if specified)
- Set up audio occlusion/reverb zones
- Write unit tests for audio event triggers
-
Compile the audio design document combining all team outputs.
-
Save to
.design/gdd/audio-[feature].md -
Output a summary with: audio event count, estimated asset count, implementation tasks, and any open questions between team members.
Verdict: COMPLETE — audio design document produced and team pipeline finished.
If the pipeline stops because a dependency is unresolved (e.g., critical accessibility gap or missing GDD not resolved by the user):
Verdict: BLOCKED — [reason]
File Write Protocol
All file writes (audio design docs, SFX specs, implementation files) are delegated to sub-agents spawned via Task. Each sub-agent enforces the "May I write to [path]?" protocol. This orchestrator does not write files directly.
Next Steps
- Review the audio design doc with the audio-director before implementation begins.
- Use
to implement the audio manager and event system once the design is approved./dev-story - Run
after audio assets are created to verify naming and format compliance./asset-audit
Error Recovery Protocol
If any spawned agent (via Task) returns BLOCKED, errors, or cannot complete:
- Surface immediately: Report "[AgentName]: BLOCKED — [reason]" to the user before continuing to dependent phases
- Assess dependencies: Check whether the blocked agent's output is required by subsequent phases. If yes, do not proceed past that dependency point without user input.
- Offer options via AskUserQuestion with choices:
- Skip this agent and note the gap in the final report
- Retry with narrower scope
- Stop here and resolve the blocker first
- Always produce a partial report — output whatever was completed. Never discard work because one agent blocked.
Common blockers:
- Input file missing (story not found, GDD absent) → redirect to the skill that creates it
- ADR status is Proposed → do not implement; run
first/architecture-decision - Scope too large → split into two stories via
/create-stories - Conflicting instructions between ADR and story → surface the conflict, do not guess