| name | game-audio-v2 |
| description | Game Audio Principles workflow skill. Use this skill when the user needs practical game-audio guidance for sound design, music integration, adaptive systems, spatial audio, performance, and accessibility while preserving upstream provenance and workflow intent. |
| version | 0.0.1 |
| category | content-media |
| tags | ["game-audio-v2","game-audio","game","audio","sound-design","music","adaptive-audio","spatial-audio","accessibility","omni-enhanced"] |
| complexity | intermediate |
| risk | caution |
| license | Unknown |
| tools | ["codex-cli","claude-code","cursor","gemini-cli","opencode"] |
| source | omni-team |
| author | Omni Skills Team |
| date_added | 2026-04-16 |
| date_updated | 2026-05-10 |
| source_type | omni-curated |
| maintainer | Omni Skills Team |
| family_id | game-audio-v2 |
| family_name | Game Audio Principles |
| variant_id | omni |
| variant_label | Omni Curated |
| is_default_variant | true |
| derived_from | skills/game-audio-v2 |
| upstream_skill | skills/game-audio-v2 |
| upstream_author | sickn33 |
| upstream_source | community |
| upstream_pr | 271 |
| upstream_head_repo | diegosouzapw/awesome-omni-skills |
| upstream_head_sha | 93ab394af5645f7127d5003ee02c9566ae5353cd |
| curation_surface | skills_omni |
| enhanced_origin | omni-skills-private |
| source_repo | diegosouzapw/awesome-omni-skills |
| replaces | ["game-audio-v2"] |
Game Audio Principles
Overview
This skill preserves the intent of the upstream game-audio workflow while turning it into a practical operator guide.
Use it to plan, review, or refine game audio for:
- sound effects and gameplay feedback
- music integration and transitions
- adaptive or state-driven audio systems
- 2D versus 3D/spatial audio decisions
- performance, memory, streaming, and voice-budget tradeoffs
- accessibility defaults for gameplay-critical cues
This is a planning and review skill. It helps an operator make defensible audio decisions, produce clear recommendations, and keep provenance intact. It is not a DAW tutorial, a middleware certification guide, or a substitute for engine-specific implementation documentation.
When to Use
Use this skill when the request involves one or more of the following:
- designing an audio approach for a game feature, level, character, or platform
- deciding whether sounds should be 2D, 3D, music-driven, ambient, dialogue, or runtime-reactive
- reviewing an audio system for clarity, immersion, performance, or accessibility
- planning adaptive music, state-based mixing, or parameter-driven changes
- identifying likely engine or middleware constraints before implementation
- producing an audio review checklist, design recommendation, or implementation brief
Do not use this skill as the primary workflow when the request is mainly about:
- composing music or writing lyrics
- detailed DAW editing, mastering chains, or plugin recommendations
- legal licensing advice for music or voice assets
- reverse engineering proprietary middleware setups without documentation
- inventing engine features, undocumented APIs, or platform behavior
Activation Checklist
Activate this skill only if the operator can answer yes to at least one of these:
- Is the user asking for game-audio design, review, or implementation guidance?
- Does the task require classifying sounds into functional categories such as UI, Foley, ambience, dialogue, music, or reactive layers?
- Does the task involve spatialization, voice limits, streaming, mixing states, or runtime adaptation?
- Is accessibility for gameplay-critical audio cues in scope?
- Is the output expected to be a concrete recommendation rather than abstract audio theory?
If most answers are no, use a more specific music-production, engine-implementation, or accessibility skill instead.