deep-research
Multi-source deep research using firecrawl and exa MCPs. Searches the web, synthesizes findings, and delivers cited reports with source attribution. Use when the user wants thorough research on any topic with evidence and citations.
- License 许可
- Apache-2.0
- 最近更新
- 2026-11-08
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01 前言 Front Matter
- name
- game-audio
- description
- Game audio principles. Sound design, music integration, adaptive audio systems.
- allowed-tools
- Read, Glob, Grep
03 SKILL.md 正文
Game Audio Principles
Sound design and music integration for immersive game experiences.
1. Audio Category System
Category Definitions
| Category |
Behavior |
Examples |
| Music |
Looping, crossfade, ducking |
BGM, combat music |
| SFX |
One-shot, 3D positioned |
Footsteps, impacts |
| Ambient |
Looping, background layer |
Wind, crowd, forest |
| UI |
Immediate, non-3D |
Button clicks, notifications |
| Voice |
Priority, ducking trigger |
Dialogue, announcer |
Priority Hierarchy
When sounds compete for channels:
1. Voice (highest - always audible)
2. Player SFX (feedback critical)
3. Enemy SFX (gameplay important)
4. Music (mood, but duckable)
5. Ambient (lowest - can drop)
2. Sound Design Decisions
SFX Creation Approach
| Approach |
When to Use |
Trade-offs |
| Recording |
Realistic needs |
High quality, time intensive |
| Synthesis |
Sci-fi, retro, UI |
Unique, requires skill |
| Library samples |
Fast production |
Common sounds, licensing |
| Layering |
Complex sounds |
Best results, more work |
Layering Structure
| Layer |
Purpose |
Example: Gunshot |
| Attack |
Initial transient |
Click, snap |
| Body |
Main character |
Boom, blast |
| Tail |
Decay, room |
Reverb, echo |
| Sweetener |
Special sauce |
Shell casing, mechanical |
3. Music Integration
Music State System
Game State → Music Response
│
├── Menu → Calm, loopable theme
├── Exploration → Ambient, atmospheric
├── Combat detected → Transition to tension
├── Combat engaged → Full battle music
├── Victory → Stinger + calm transition
├── Defeat → Somber stinger
└── Boss → Unique, multi-phase track
Transition Techniques
| Technique |
Use When |
Feel |
| Crossfade |
Smooth mood shift |
Gradual |
| Stinger |
Immediate event |
Dramatic |
| Stem mixing |
Dynamic intensity |
Seamless |
| Beat-synced |
Rhythmic gameplay |
Musical |
| Queue point |
Next natural break |
Clean |
4. Adaptive Audio Decisions
Intensity Parameters
| Parameter |
Affects |
Example |
| Threat level |
Music intensity |
Enemy count |
| Health |
Filter, reverb |
Low health = muffled |
| Speed |
Tempo, energy |
Racing speed |
| Environment |
Reverb, EQ |
Cave vs outdoor |
| Time of day |
Mood, volume |
Night = quieter |
Vertical vs Horizontal
| System |
What Changes |
Best For |
| Vertical (layers) |
Add/remove instrument layers |
Intensity scaling |
| Horizontal (segments) |
Different music sections |
State changes |
| Combined |
Both |
AAA adaptive scores |
5. 3D Audio Decisions
Spatialization
| Element |
3D Positioned? |
Reason |
| Player footsteps |
No (or subtle) |
Always audible |
| Enemy footsteps |
Yes |
Directional awareness |
| Gunfire |
Yes |
Combat awareness |
| Music |
No |
Mood, non-diegetic |
| Ambient zone |
Yes (area) |
Environmental |
| UI sounds |
No |
Interface feedback |
Distance Behavior
| Distance |
Sound Behavior |
| Near |
Full volume, full frequency |
| Medium |
Volume falloff, high-freq rolloff |
| Far |
Low volume, low-pass filter |
| Max |
Silent or ambient hint |
6. Platform Considerations
Format Selection
| Platform |
Recommended Format |
Reason |
| PC |
OGG Vorbis, WAV |
Quality, no licensing |
| Console |
Platform-specific |
Certification |
| Mobile |
MP3, AAC |
Size, compatibility |
| Web |
WebM/Opus, MP3 fallback |
Browser support |
Memory Budget
| Game Type |
Audio Budget |
Strategy |
| Mobile casual |
10-50 MB |
Compressed, fewer variants |
| PC indie |
100-500 MB |
Quality focus |
| AAA |
1+ GB |
Full quality, many variants |
7. Mix Hierarchy
Volume Balance Reference
| Category |
Relative Level |
Notes |
| Voice |
0 dB (reference) |
Always clear |
| Player SFX |
-3 to -6 dB |
Prominent but not harsh |
| Music |
-6 to -12 dB |
Foundation, ducks for voice |
| Enemy SFX |
-6 to -9 dB |
Important but not dominant |
| Ambient |
-12 to -18 dB |
Subtle background |
Ducking Rules
| When |
Duck What |
Amount |
| Voice plays |
Music, Ambient |
-6 to -9 dB |
| Explosion |
All except explosion |
Brief duck |
| Menu open |
Gameplay audio |
-3 to -6 dB |
8. Anti-Patterns
| Don't |
Do |
| Play same sound repeatedly |
Use variations (3-5 per sound) |
| Max volume everything |
Use proper mix hierarchy |
| Ignore silence |
Silence creates contrast |
| One music track loops forever |
Provide variety, transitions |
| Skip audio in prototype |
Placeholder audio matters |
Remember: 50% of the game experience is audio. A muted game loses half its soul.
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