[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"skill:01M6RTYVYYX64KEKJG24YNWCKM":3,"skill-same:01M6RTYVYYX64KEKJG24YNWCKM":69},{"skillNo":4,"name":5,"nameZh":6,"description":7,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":6,"repositoryNo":12,"starsCount":13,"licenseSpdxId":14,"licenseFileUrl":6,"sourceHtmlUrl":15,"categories":16,"keywords":22,"publishedAt":41,"linkOnly":42,"markdownContent":43,"markdownBody":44,"frontMatter":45,"refName":49,"commitSha":50,"skillDirectory":51,"forksCount":13,"repositoryHtmlUrl":52,"repositoryHomepageUrl":6,"ownerHtmlUrl":53,"ownerBlogUrl":6,"ownerDescription":6,"updatedAt":54,"install":55,"resources":68},"01M6RTYVYYX64KEKJG24YNWCKM","deep-research",null,"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.","sakamoto-family-smile\u002Fagent_monorepo","sakamoto-family-smile","https:\u002F\u002Favatars.githubusercontent.com\u002Fu\u002F132812403?v=4","01M6RTAT3H8PMWX5SJ65KP3VYF","01M6RTAV321WB5RAHCWTZMX5CV",0,"Apache-2.0","https:\u002F\u002Fgithub.com\u002Fsakamoto-family-smile\u002Fagent_monorepo\u002Fblob\u002Fmain\u002F.claude\u002Fskills\u002Fecc\u002Fdeep-research\u002FSKILL.md",[17],{"categoryNo":18,"categoryName":19,"taxonomyType":20,"taxonomyTypeDesc":21},"01JBSEEDCAT000000000000021","资料检索与研究","SCENARIO","使用场景",[23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40],"deep research","deep","research","reports","when","source","mcps","multi-source","with","multi","exa","evidence","use","user","firecrawl","Citations","attribution","web","2026-11-10 10:12:30",false,"---\nname: game-audio\ndescription: Game audio principles. Sound design, music integration, adaptive audio systems.\nallowed-tools: Read, Glob, Grep\n---\n\n# Game Audio Principles\n\n> Sound design and music integration for immersive game experiences.\n\n---\n\n## 1. Audio Category System\n\n### Category Definitions\n\n| Category | Behavior | Examples |\n|----------|----------|----------|\n| **Music** | Looping, crossfade, ducking | BGM, combat music |\n| **SFX** | One-shot, 3D positioned | Footsteps, impacts |\n| **Ambient** | Looping, background layer | Wind, crowd, forest |\n| **UI** | Immediate, non-3D | Button clicks, notifications |\n| **Voice** | Priority, ducking trigger | Dialogue, announcer |\n\n### Priority Hierarchy\n\n```\nWhen sounds compete for channels:\n\n1. Voice (highest - always audible)\n2. Player SFX (feedback critical)\n3. Enemy SFX (gameplay important)\n4. Music (mood, but duckable)\n5. Ambient (lowest - can drop)\n```\n\n---\n\n## 2. Sound Design Decisions\n\n### SFX Creation Approach\n\n| Approach | When to Use | Trade-offs |\n|----------|-------------|------------|\n| **Recording** | Realistic needs | High quality, time intensive |\n| **Synthesis** | Sci-fi, retro, UI | Unique, requires skill |\n| **Library samples** | Fast production | Common sounds, licensing |\n| **Layering** | Complex sounds | Best results, more work |\n\n### Layering Structure\n\n| Layer | Purpose | Example: Gunshot |\n|-------|---------|------------------|\n| **Attack** | Initial transient | Click, snap |\n| **Body** | Main character | Boom, blast |\n| **Tail** | Decay, room | Reverb, echo |\n| **Sweetener** | Special sauce | Shell casing, mechanical |\n\n---\n\n## 3. Music Integration\n\n### Music State System\n\n```\nGame State → Music Response\n│\n├── Menu → Calm, loopable theme\n├── Exploration → Ambient, atmospheric\n├── Combat detected → Transition to tension\n├── Combat engaged → Full battle music\n├── Victory → Stinger + calm transition\n├── Defeat → Somber stinger\n└── Boss → Unique, multi-phase track\n```\n\n### Transition Techniques\n\n| Technique | Use When | Feel |\n|-----------|----------|------|\n| **Crossfade** | Smooth mood shift | Gradual |\n| **Stinger** | Immediate event | Dramatic |\n| **Stem mixing** | Dynamic intensity | Seamless |\n| **Beat-synced** | Rhythmic gameplay | Musical |\n| **Queue point** | Next natural break | Clean |\n\n---\n\n## 4. Adaptive Audio Decisions\n\n### Intensity Parameters\n\n| Parameter | Affects | Example |\n|-----------|---------|---------|\n| **Threat level** | Music intensity | Enemy count |\n| **Health** | Filter, reverb | Low health = muffled |\n| **Speed** | Tempo, energy | Racing speed |\n| **Environment** | Reverb, EQ | Cave vs outdoor |\n| **Time of day** | Mood, volume | Night = quieter |\n\n### Vertical vs Horizontal\n\n| System | What Changes | Best For |\n|--------|--------------|----------|\n| **Vertical (layers)** | Add\u002Fremove instrument layers | Intensity scaling |\n| **Horizontal (segments)** | Different music sections | State changes |\n| **Combined** | Both | AAA adaptive scores |\n\n---\n\n## 5. 3D Audio Decisions\n\n### Spatialization\n\n| Element | 3D Positioned? | Reason |\n|---------|----------------|--------|\n| Player footsteps | No (or subtle) | Always audible |\n| Enemy footsteps | Yes | Directional awareness |\n| Gunfire | Yes | Combat awareness |\n| Music | No | Mood, non-diegetic |\n| Ambient zone | Yes (area) | Environmental |\n| UI sounds | No | Interface feedback |\n\n### Distance Behavior\n\n| Distance | Sound Behavior |\n|----------|----------------|\n| **Near** | Full volume, full frequency |\n| **Medium** | Volume falloff, high-freq rolloff |\n| **Far** | Low volume, low-pass filter |\n| **Max** | Silent or ambient hint |\n\n---\n\n## 6. Platform Considerations\n\n### Format Selection\n\n| Platform | Recommended Format | Reason |\n|----------|-------------------|--------|\n| PC | OGG Vorbis, WAV | Quality, no licensing |\n| Console | Platform-specific | Certification |\n| Mobile | MP3, AAC | Size, compatibility |\n| Web | WebM\u002FOpus, MP3 fallback | Browser support |\n\n### Memory Budget\n\n| Game Type | Audio Budget | Strategy |\n|-----------|--------------|----------|\n| Mobile casual | 10-50 MB | Compressed, fewer variants |\n| PC indie | 100-500 MB | Quality focus |\n| AAA | 1+ GB | Full quality, many variants |\n\n---\n\n## 7. Mix Hierarchy\n\n### Volume Balance Reference\n\n| Category | Relative Level | Notes |\n|----------|----------------|-------|\n| **Voice** | 0 dB (reference) | Always clear |\n| **Player SFX** | -3 to -6 dB | Prominent but not harsh |\n| **Music** | -6 to -12 dB | Foundation, ducks for voice |\n| **Enemy SFX** | -6 to -9 dB | Important but not dominant |\n| **Ambient** | -12 to -18 dB | Subtle background |\n\n### Ducking Rules\n\n| When | Duck What | Amount |\n|------|-----------|--------|\n| Voice plays | Music, Ambient | -6 to -9 dB |\n| Explosion | All except explosion | Brief duck |\n| Menu open | Gameplay audio | -3 to -6 dB |\n\n---\n\n## 8. Anti-Patterns\n\n| Don't | Do |\n|-------|-----|\n| Play same sound repeatedly | Use variations (3-5 per sound) |\n| Max volume everything | Use proper mix hierarchy |\n| Ignore silence | Silence creates contrast |\n| One music track loops forever | Provide variety, transitions |\n| Skip audio in prototype | Placeholder audio matters |\n\n---\n\n> **Remember:** 50% of the game experience is audio. A muted game loses half its soul.\n","# Game Audio Principles\n\n> Sound design and music integration for immersive game experiences.\n\n---\n\n## 1. Audio Category System\n\n### Category Definitions\n\n| Category | Behavior | Examples |\n|----------|----------|----------|\n| **Music** | Looping, crossfade, ducking | BGM, combat music |\n| **SFX** | One-shot, 3D positioned | Footsteps, impacts |\n| **Ambient** | Looping, background layer | Wind, crowd, forest |\n| **UI** | Immediate, non-3D | Button clicks, notifications |\n| **Voice** | Priority, ducking trigger | Dialogue, announcer |\n\n### Priority Hierarchy\n\n```\nWhen sounds compete for channels:\n\n1. Voice (highest - always audible)\n2. Player SFX (feedback critical)\n3. Enemy SFX (gameplay important)\n4. Music (mood, but duckable)\n5. Ambient (lowest - can drop)\n```\n\n---\n\n## 2. Sound Design Decisions\n\n### SFX Creation Approach\n\n| Approach | When to Use | Trade-offs |\n|----------|-------------|------------|\n| **Recording** | Realistic needs | High quality, time intensive |\n| **Synthesis** | Sci-fi, retro, UI | Unique, requires skill |\n| **Library samples** | Fast production | Common sounds, licensing |\n| **Layering** | Complex sounds | Best results, more work |\n\n### Layering Structure\n\n| Layer | Purpose | Example: Gunshot |\n|-------|---------|------------------|\n| **Attack** | Initial transient | Click, snap |\n| **Body** | Main character | Boom, blast |\n| **Tail** | Decay, room | Reverb, echo |\n| **Sweetener** | Special sauce | Shell casing, mechanical |\n\n---\n\n## 3. Music Integration\n\n### Music State System\n\n```\nGame State → Music Response\n│\n├── Menu → Calm, loopable theme\n├── Exploration → Ambient, atmospheric\n├── Combat detected → Transition to tension\n├── Combat engaged → Full battle music\n├── Victory → Stinger + calm transition\n├── Defeat → Somber stinger\n└── Boss → Unique, multi-phase track\n```\n\n### Transition Techniques\n\n| Technique | Use When | Feel |\n|-----------|----------|------|\n| **Crossfade** | Smooth mood shift | Gradual |\n| **Stinger** | Immediate event | Dramatic |\n| **Stem mixing** | Dynamic intensity | Seamless |\n| **Beat-synced** | Rhythmic gameplay | Musical |\n| **Queue point** | Next natural break | Clean |\n\n---\n\n## 4. Adaptive Audio Decisions\n\n### Intensity Parameters\n\n| Parameter | Affects | Example |\n|-----------|---------|---------|\n| **Threat level** | Music intensity | Enemy count |\n| **Health** | Filter, reverb | Low health = muffled |\n| **Speed** | Tempo, energy | Racing speed |\n| **Environment** | Reverb, EQ | Cave vs outdoor |\n| **Time of day** | Mood, volume | Night = quieter |\n\n### Vertical vs Horizontal\n\n| System | What Changes | Best For |\n|--------|--------------|----------|\n| **Vertical (layers)** | Add\u002Fremove instrument layers | Intensity scaling |\n| **Horizontal (segments)** | Different music sections | State changes |\n| **Combined** | Both | AAA adaptive scores |\n\n---\n\n## 5. 3D Audio Decisions\n\n### Spatialization\n\n| Element | 3D Positioned? | Reason |\n|---------|----------------|--------|\n| Player footsteps | No (or subtle) | Always audible |\n| Enemy footsteps | Yes | Directional awareness |\n| Gunfire | Yes | Combat awareness |\n| Music | No | Mood, non-diegetic |\n| Ambient zone | Yes (area) | Environmental |\n| UI sounds | No | Interface feedback |\n\n### Distance Behavior\n\n| Distance | Sound Behavior |\n|----------|----------------|\n| **Near** | Full volume, full frequency |\n| **Medium** | Volume falloff, high-freq rolloff |\n| **Far** | Low volume, low-pass filter |\n| **Max** | Silent or ambient hint |\n\n---\n\n## 6. Platform Considerations\n\n### Format Selection\n\n| Platform | Recommended Format | Reason |\n|----------|-------------------|--------|\n| PC | OGG Vorbis, WAV | Quality, no licensing |\n| Console | Platform-specific | Certification |\n| Mobile | MP3, AAC | Size, compatibility |\n| Web | WebM\u002FOpus, MP3 fallback | Browser support |\n\n### Memory Budget\n\n| Game Type | Audio Budget | Strategy |\n|-----------|--------------|----------|\n| Mobile casual | 10-50 MB | Compressed, fewer variants |\n| PC indie | 100-500 MB | Quality focus |\n| AAA | 1+ GB | Full quality, many variants |\n\n---\n\n## 7. Mix Hierarchy\n\n### Volume Balance Reference\n\n| Category | Relative Level | Notes |\n|----------|----------------|-------|\n| **Voice** | 0 dB (reference) | Always clear |\n| **Player SFX** | -3 to -6 dB | Prominent but not harsh |\n| **Music** | -6 to -12 dB | Foundation, ducks for voice |\n| **Enemy SFX** | -6 to -9 dB | Important but not dominant |\n| **Ambient** | -12 to -18 dB | Subtle background |\n\n### Ducking Rules\n\n| When | Duck What | Amount |\n|------|-----------|--------|\n| Voice plays | Music, Ambient | -6 to -9 dB |\n| Explosion | All except explosion | Brief duck |\n| Menu open | Gameplay audio | -3 to -6 dB |\n\n---\n\n## 8. Anti-Patterns\n\n| Don't | Do |\n|-------|-----|\n| Play same sound repeatedly | Use variations (3-5 per sound) |\n| Max volume everything | Use proper mix hierarchy |\n| Ignore silence | Silence creates contrast |\n| One music track loops forever | Provide variety, transitions |\n| Skip audio in prototype | Placeholder audio matters |\n\n---\n\n> **Remember:** 50% of the game experience is audio. A muted game loses half its soul.\n",{"name":46,"description":47,"allowed-tools":48},"game-audio","Game audio principles. Sound design, music integration, adaptive audio systems.","Read, Glob, Grep","main","fbf4d3f6fb9300cbe74e1bea7d4e177911f3499b",".claude\u002Fskills\u002Fecc\u002Fdeep-research","https:\u002F\u002Fgithub.com\u002Fsakamoto-family-smile\u002Fagent_monorepo","https:\u002F\u002Fgithub.com\u002Fsakamoto-family-smile","2026-11-08 20:29:14",{"source":8,"skillName":46,"commands":56,"prompt":66,"zipAvailable":67},[57,60,63],{"tool":58,"command":59},"npx","npx skills add sakamoto-family-smile\u002Fagent_monorepo --skill game-audio",{"tool":61,"command":62},"bunx","bunx skills add sakamoto-family-smile\u002Fagent_monorepo --skill game-audio",{"tool":64,"command":65},"pnpm","pnpm dlx skills add sakamoto-family-smile\u002Fagent_monorepo --skill game-audio","安装技能，技能地址：https:\u002F\u002Fgithub.com\u002Fsakamoto-family-smile\u002Fagent_monorepo\u002Fblob\u002Fmain\u002F.claude\u002Fskills\u002Fecc\u002Fdeep-research\u002FSKILL.md",true,[],[70,103,111,131,150,176],{"skillNo":71,"name":72,"nameZh":6,"description":73,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":6,"repositoryNo":12,"starsCount":13,"licenseSpdxId":14,"licenseFileUrl":6,"sourceHtmlUrl":74,"categories":75,"keywords":82,"publishedAt":41},"01M6RW50THEFSKK42YNR8XFZA1","remotion-video-creation","Best practices for Remotion - Video creation in React. 29 domain-specific rules covering 3D, animations, audio, captions, charts, transitions, and more.","https:\u002F\u002Fgithub.com\u002Fsakamoto-family-smile\u002Fagent_monorepo\u002Fblob\u002Fmain\u002F.claude\u002Fskills\u002Fecc\u002Fremotion-video-creation\u002FSKILL.md",[76,79],{"categoryNo":77,"categoryName":78,"taxonomyType":20,"taxonomyTypeDesc":21},"01JBSEEDCAT000000000000009","前端开发",{"categoryNo":80,"categoryName":81,"taxonomyType":20,"taxonomyTypeDesc":21},"01JBSEEDCAT000000000000016","图像与多媒体",[83,84,85,86,87,88,89,90,91,92,93,94,95,96,97,98,99,100,101,102],"Video","remotion video","remotion video creation","creation","Remotion","Charts","Captions","Audio","3D","Composition","Animation","best practices","more","animations","domain-specific","domain","three","Rules","Lottie","for",{"skillNo":104,"name":105,"nameZh":6,"description":6,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":6,"repositoryNo":12,"starsCount":13,"licenseSpdxId":14,"licenseFileUrl":6,"sourceHtmlUrl":106,"categories":107,"keywords":108,"publishedAt":41},"01M6VCJ23NPECPSZJKGY691F75","hotcook-recipes","https:\u002F\u002Fgithub.com\u002Fsakamoto-family-smile\u002Fagent_monorepo\u002Fblob\u002Fmain\u002Fhotcook-agent\u002Fdata\u002Fskills\u002Fhotcook-recipes\u002FSKILL.md",[],[109,110],"hotcook recipes","recipes",{"skillNo":112,"name":113,"nameZh":6,"description":114,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":6,"repositoryNo":12,"starsCount":13,"licenseSpdxId":14,"licenseFileUrl":6,"sourceHtmlUrl":115,"categories":116,"keywords":125,"publishedAt":41},"01M6VCHHE00X5XHSDRD1KH1BW2","code-helper","Code review and assistance skill","https:\u002F\u002Fgithub.com\u002Fsakamoto-family-smile\u002Fagent_monorepo\u002Fblob\u002Fmain\u002Fagent-system-2\u002Fskills\u002Fcode-helper\u002Fskill.md",[117,120],{"categoryNo":118,"categoryName":119,"taxonomyType":20,"taxonomyTypeDesc":21},"01JBSEEDCAT000000000000007","代码审查",{"categoryNo":121,"categoryName":122,"taxonomyType":123,"taxonomyTypeDesc":124},"01JBSEEDCAT000000000000030","开发工程师","PROFESSION","适用职业",[126,127,128,129,130],"code helper","helper","code","code review","review",{"skillNo":132,"name":133,"nameZh":6,"description":134,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":6,"repositoryNo":12,"starsCount":13,"licenseSpdxId":14,"licenseFileUrl":6,"sourceHtmlUrl":135,"categories":136,"keywords":141,"publishedAt":41},"01M6VCH3Q31A20H6SQ1H0J7JB2","research-assistant","Web research assistant skill using Brave Search MCP","https:\u002F\u002Fgithub.com\u002Fsakamoto-family-smile\u002Fagent_monorepo\u002Fblob\u002Fmain\u002Fagent-system-1\u002Fskills\u002Fresearch-assistant\u002Fskill.md",[137,138],{"categoryNo":18,"categoryName":19,"taxonomyType":20,"taxonomyTypeDesc":21},{"categoryNo":139,"categoryName":140,"taxonomyType":20,"taxonomyTypeDesc":21},"01JBSEEDCAT000000000000023","Skill与智能体开发",[142,25,143,144,40,145,146,147,148,149],"research assistant","assistant","MCP","search","brave search","web research","brave","web research assistant",{"skillNo":151,"name":152,"nameZh":6,"description":153,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":6,"repositoryNo":12,"starsCount":13,"licenseSpdxId":14,"licenseFileUrl":6,"sourceHtmlUrl":154,"categories":155,"keywords":160,"publishedAt":41},"01M6VCGZZGPNVJSCZ1JTMNZAHY","x-api","X\u002FTwitter API integration for posting tweets, threads, reading timelines, search, and analytics. Covers OAuth auth patterns, rate limits, and platform-native content posting. Use when the user wants to interact with X programmatically.","https:\u002F\u002Fgithub.com\u002Fsakamoto-family-smile\u002Fagent_monorepo\u002Fblob\u002Fmain\u002F.claude\u002Fskills\u002Fecc\u002Fx-api\u002FSKILL.md",[156,159],{"categoryNo":157,"categoryName":158,"taxonomyType":20,"taxonomyTypeDesc":21},"01JBSEEDCAT000000000000010","后端与接口",{"categoryNo":121,"categoryName":122,"taxonomyType":123,"taxonomyTypeDesc":124},[161,162,31,27,163,164,102,165,166,167,168,169,170,171,172,35,173,174,145,175],"x api","api","limits","rate","threads","reading","native","posting","platform","patterns","api integration","twitter","auth","analytics","OAuth",{"skillNo":177,"name":178,"nameZh":6,"description":179,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":6,"repositoryNo":12,"starsCount":13,"licenseSpdxId":14,"licenseFileUrl":6,"sourceHtmlUrl":180,"categories":181,"keywords":183,"publishedAt":41},"01M6VCGVX6DGB1FKTA53QBBCQB","workspace-surface-audit","Audit the active repo, MCP servers, plugins, connectors, env surfaces, and harness setup, then recommend the highest-value ECC-native skills, hooks, agents, and operator workflows. Use when the user wants help setting up Claude Code or understanding what capabilities are actually available in their environment.","https:\u002F\u002Fgithub.com\u002Fsakamoto-family-smile\u002Fagent_monorepo\u002Fblob\u002Fmain\u002F.claude\u002Fskills\u002Fecc\u002Fworkspace-surface-audit\u002FSKILL.md",[182],{"categoryNo":139,"categoryName":140,"taxonomyType":20,"taxonomyTypeDesc":21},[184,185,186,187,144,188,189,128,190,191,192,193,35,194,195,196,197,167,198,27],"workspace surface audit","workspace","audit","hooks","workflows","connectors","capabilities","harness","repo","environment","up","harness setup","active","env","value"]