game-audio

A guide to designing and integrating sound in games, including sound effects, music, ambient audio, voices, 3D positioning, and mixing. It explains how different sounds should be created, prioritized, and balanced.

In plain words
What is it for?
Use it when creating sound effects, layering audio, designing adaptive music, placing sounds in 3D, choosing formats, setting mix levels, or adding ducking.
Why use it?
It helps prevent important sounds from being buried, competing sounds from becoming cluttered, and audio from exceeding platform or memory limits.

Skill for Claude CodeCodex

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

agentmods
npx agentmods add skills/phuonghx/aim-cli/game-audio
Any agent
npx skills add phuonghx/aim-cli --skill game-audio
Clone the repo
git clone --depth 1 https://github.com/phuonghx/aim-cli

Made for: Claude Code, Codex.

Per session 95 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,465 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5 $0.00095 $0.01465
Opus 5 $0.00048 $0.00732
Sonnet 5 $0.00019 $0.00293
Haiku 4.5 $0.00010 $0.00146

Measured yesterday against content hash b94aecc603b8, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

game-audio scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured yesterday.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

aim/templates/aim-agents/skills/game-development/game-audio/SKILL.md · 170 lines

How it starts

The opening of the file, as written. The whole thing — 170 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Game Audio

How sound gets designed, scored, and mixed so it strengthens the experience instead of cluttering it.

Categories and Who Wins

Different sound types behave differently and deserve different handling.

Type Typical behavior Examples
Music Loops, crossfades, gets ducked Background score, combat theme
SFX One-shot, often positioned in 3D Footsteps, impacts
Ambient A looping background bed Wind, distant crowd, forest
UI Fires immediately, no spatialization Clicks, notifications
Voice Top priority, triggers ducking Dialogue, announcer

When too many sounds fight for the mix at once, resolve it in this order:

  1. Voice — must always cut through
  2. Player SFX — the player's own feedback can't be lost
  3. Enemy SFX — gameplay-relevant, keep it audible
  4. Music — sets mood, safe to duck
  5. Ambient — lowest stakes, first to give way

Designing Sounds

Four ways to make a sound

Method Reach for it when Catch
Field recording You need realism Top quality, but slow to capture
Synthesis Sci-fi, retro, or UI tones Distinctive, but takes skill
Library samples You need speed Fast, but generic and license-bound
Layering You want the strongest result Best payoff, most labor

Build big sounds in layers

A convincing gunshot, for instance, stacks four parts:

Layer Role In a gunshot
Transient / attack The sharp leading edge Click, snap
Body The main mass of the sound Boom, blast
Tail Decay and room response Reverb, echo
Sweetener A detail that sells realism Shell casing, mechanical clink

Music That Follows the Game

Drive music off game state

State Music response
Menu Calm, loopable theme
Exploration Ambient, atmospheric bed
Combat detected Transition into rising tension
Combat engaged Full battle track
Victory Stinger, then settle into calm
Defeat Somber stinger
Boss Bespoke, multi-phase piece

Read the full file on GitHub · 170 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. yesterday First seen · 170 lines · 95 tokens per session scan A b94aecc603b8

Subscribe to this mod's changes

game-audio is a skill published in the GitHub repository phuonghx/aim-cli (1 stars, last pushed 2mo ago), licensed MIT. It adds 95 tokens to every session and 1,465 once invoked, about $0.0005 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.

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