When this skill is invoked, orchestrate the audio team through a structured pipeline.
Decision Points: At each step transition, use AskUserQuestion to present
the user with the subagent's proposals as selectable options. Write the agent's
full analysis in conversation, then capture the decision with concise labels.
The user must approve before moving to the next step.
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---56When this skill is invoked, orchestrate the audio team through a structured pipeline.78**Decision Points:** At each step transition, use `AskUserQuestion` to present9the user with the subagent's proposals as selectable options. Write the agent's10full analysis in conversation, then capture the decision with concise labels.11The user must approve before moving to the next step.12131. **Read the argument** for the target feature or area (e.g., `combat`,14 `main menu`, `forest biome`, `boss encounter`).15162. **Gather context**:17 - Read relevant design docs in `design/gdd/` for the feature18 - Read the sound bible at `design/gdd/sound-bible.md` if it exists19 - Read existing audio asset lists in `assets/audio/`20 - Read any existing sound design docs for this area2122## How to Delegate2324Use the Task tool to spawn each team member as a subagent:25- `subagent_type: audio-director` — Sonic identity, emotional tone, audio palette26- `subagent_type: sound-designer` — SFX specifications, audio events, mixing groups27- `subagent_type: technical-artist` — Audio middleware, bus structure, memory budgets28- `subagent_type: gameplay-programmer` — Audio manager, gameplay triggers, adaptive music2930Always provide full context in each agent's prompt (feature description, existing audio assets, design doc references).31323. **Orchestrate the audio team** in sequence:3334### Step 1: Audio Direction (audio-director)35Spawn the `audio-director` agent to:36- Define the sonic identity for this feature/area37- Specify the emotional tone and audio palette38- Set music direction (adaptive layers, stems, transitions)39- Define audio priorities and mix targets40- Establish any adaptive audio rules (combat intensity, exploration, tension)4142### Step 2: Sound Design (sound-designer)43Spawn the `sound-designer` agent to:44- Create detailed SFX specifications for every audio event45- Define sound categories (ambient, UI, gameplay, music, dialogue)46- Specify per-sound parameters (volume range, pitch variation, attenuation)47- Plan audio event list with trigger conditions48- Define mixing groups and ducking rules4950### Step 3: Technical Implementation (technical-artist)51Spawn the `technical-artist` agent to:52- Design the audio middleware integration (Wwise/FMOD/native)53- Define audio bus structure and routing54- Specify memory budgets for audio assets per platform55- Plan streaming vs preloaded asset strategy56- Design any audio-reactive visual effects5758### Step 4: Code Integration (gameplay-programmer)59Spawn the `gameplay-programmer` agent to:60- Implement audio manager system or review existing61- Wire up audio events to gameplay triggers62- Implement adaptive music system (if specified)63- Set up audio occlusion/reverb zones64- Write unit tests for audio event triggers65664. **Compile the audio design document** combining all team outputs.67685. **Save to** `design/gdd/audio-[feature].md`.69706. **Output a summary** with: audio event count, estimated asset count,71 implementation tasks, and any open questions between team members.