| name | team-audio |
| description | Orchestrate audio team: audio-director + sound-designer + technical-artist + gameplay-programmer for full audio pipeline from direction to implementation. |
Team Audio
This is the Codex-adapted version of the original workflow. Use only .codex/ runtime assets when following it.
Arguments: [feature or area to design audio for]
When this skill is invoked, orchestrate the audio team through a structured pipeline.
Decision Points: At each step transition, use request_user_input to present
the user with the subagent's proposals as selectable options. apply_patch the agent's
full analysis in conversation, then capture the decision with concise labels.
The user must approve before moving to the next step.
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Read the argument for the target feature or area (e.g., combat,
main menu, forest biome, boss encounter).
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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 spawn_agent 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
- apply_patch unit tests for audio event triggers
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Compile the audio design document combining all team outputs.
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Save to design/gdd/audio-[feature].md.
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Output a summary with: audio event count, estimated asset count,
implementation tasks, and any open questions between team members.