When this skill is invoked:
- •
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
design/gdd/for the feature - •Read the sound bible at
design/gdd/sound-bible.mdif it exists - •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:
- •
subagent_type: audio-director— Sonic identity, emotional tone, audio palette - •
subagent_type: sound-designer— SFX specifications, audio events, mixing groups - •
subagent_type: technical-artist— Audio middleware, bus structure, memory budgets - •
subagent_type: gameplay-programmer— Audio manager, gameplay triggers, adaptive music
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 (sound-designer)
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
Step 3: Technical Implementation (technical-artist)
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
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.