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.md if it exists
- Read existing audio asset lists in
assets/audio/
- Read any existing sound design docs for this area
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.
1---2name: team-audio3description: Orchestrate audio team: audio-director + sound-designer + technical-artist + gameplay-programmer for full audio pipeline from direction to implementation.4---5
6When this skill is invoked:
7
81. **Read the argument** for the target feature or area (e.g., `combat`,
9 `main menu`, `forest biome`, `boss encounter`).
10
112. **Gather context**:
12 - Read relevant design docs in `design/gdd/` for the feature
13 - Read the sound bible at `design/gdd/sound-bible.md` if it exists
14 - Read existing audio asset lists in `assets/audio/`
15 - Read any existing sound design docs for this area
16
17## How to Delegate
18
19Use the Task tool to spawn each team member as a subagent:
20- `subagent_type: audio-director` — Sonic identity, emotional tone, audio palette
21- `subagent_type: sound-designer` — SFX specifications, audio events, mixing groups
22- `subagent_type: technical-artist` — Audio middleware, bus structure, memory budgets
23- `subagent_type: gameplay-programmer` — Audio manager, gameplay triggers, adaptive music
24
25Always provide full context in each agent's prompt (feature description, existing audio assets, design doc references).
26
273. **Orchestrate the audio team** in sequence:
28
29### Step 1: Audio Direction (audio-director)
30Spawn the `audio-director` agent to:
31- Define the sonic identity for this feature/area
32- Specify the emotional tone and audio palette
33- Set music direction (adaptive layers, stems, transitions)
34- Define audio priorities and mix targets
35- Establish any adaptive audio rules (combat intensity, exploration, tension)
36
37### Step 2: Sound Design (sound-designer)
38Spawn the `sound-designer` agent to:
39- Create detailed SFX specifications for every audio event
40- Define sound categories (ambient, UI, gameplay, music, dialogue)
41- Specify per-sound parameters (volume range, pitch variation, attenuation)
42- Plan audio event list with trigger conditions
43- Define mixing groups and ducking rules
44
45### Step 3: Technical Implementation (technical-artist)
46Spawn the `technical-artist` agent to:
47- Design the audio middleware integration (Wwise/FMOD/native)
48- Define audio bus structure and routing
49- Specify memory budgets for audio assets per platform
50- Plan streaming vs preloaded asset strategy
51- Design any audio-reactive visual effects
52
53### Step 4: Code Integration (gameplay-programmer)
54Spawn the `gameplay-programmer` agent to:
55- Implement audio manager system or review existing
56- Wire up audio events to gameplay triggers
57- Implement adaptive music system (if specified)
58- Set up audio occlusion/reverb zones
59- Write unit tests for audio event triggers
60
614. **Compile the audio design document** combining all team outputs.
62
635. **Save to** `design/gdd/audio-[feature].md`.
64
656. **Output a summary** with: audio event count, estimated asset count,
66 implementation tasks, and any open questions between team members.