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- 2026년 3월 29일 13:37
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설치 방법
기본적으로 소스를 먼저 확인하는 Prompt가 선택됩니다. 직접 명령으로 전환하거나 로컬 사본을 다운로드할 수도 있습니다.
소스 파일 검토
설치 여부를 결정하기 전에 SKILL.md와 SkillsMP에 표시된 보조 파일을 읽어 보세요.
메뉴
기본적으로 소스를 먼저 확인하는 Prompt가 선택됩니다. 직접 명령으로 전환하거나 로컬 사본을 다운로드할 수도 있습니다.
설치 여부를 결정하기 전에 SKILL.md와 SkillsMP에 표시된 보조 파일을 읽어 보세요.
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
직접 명령은 검토 Prompt를 거치지 않습니다. 실행하기 전에 소스를 확인하세요.
npx skills add https://github.com/foolhardy45/portfolio --skill game-audio명령은 한 줄로 유지됩니다. 복사하기 전에 가로로 스크롤해 전체 내용을 확인하세요.
로컬 사본을 원하시나요? SkillsMP에서 현재 제공할 수 있는 파일을 다운로드하세요.
Arquitecto de Soluciones Principal y Consultor Tecnológico de Andru.ia. Diagnostica y traza la hoja de ruta óptima para proyectos de IA en español.
Security audit, hardening, threat modeling (STRIDE/PASTA), Red/Blue Team, OWASP checks, code review, incident response, and infrastructure security for any project.
Ingeniero de Sistemas de Andru.ia. Diseña, redacta y despliega nuevas habilidades (skills) dentro del repositorio siguiendo el Estándar de Diamante.
SOC 직업 분류 기준
SKILL.md 표시 중
| name | game-audio |
| description | Game audio principles. Sound design, music integration, adaptive audio systems. |
| risk | unknown |
| source | community |
| date_added | 2026-02-27 |
Sound design and music integration for immersive game experiences.
| Category | Behavior | Examples |
|---|---|---|
| Music | Looping, crossfade, ducking | BGM, combat music |
| SFX | One-shot, 3D positioned | Footsteps, impacts |
| Ambient | Looping, background layer | Wind, crowd, forest |
| UI | Immediate, non-3D | Button clicks, notifications |
| Voice | Priority, ducking trigger | Dialogue, announcer |
When sounds compete for channels:
1. Voice (highest - always audible)
2. Player SFX (feedback critical)
3. Enemy SFX (gameplay important)
4. Music (mood, but duckable)
5. Ambient (lowest - can drop)
| Approach | When to Use | Trade-offs |
|---|---|---|
| Recording | Realistic needs | High quality, time intensive |
| Synthesis | Sci-fi, retro, UI | Unique, requires skill |
| Library samples | Fast production | Common sounds, licensing |
| Layering | Complex sounds | Best results, more work |
| Layer | Purpose | Example: Gunshot |
|---|---|---|
| Attack | Initial transient | Click, snap |
| Body | Main character | Boom, blast |
| Tail | Decay, room | Reverb, echo |
| Sweetener | Special sauce | Shell casing, mechanical |
Game State → Music Response
│
├── Menu → Calm, loopable theme
├── Exploration → Ambient, atmospheric
├── Combat detected → Transition to tension
├── Combat engaged → Full battle music
├── Victory → Stinger + calm transition
├── Defeat → Somber stinger
└── Boss → Unique, multi-phase track
| Technique | Use When | Feel |
|---|---|---|
| Crossfade | Smooth mood shift | Gradual |
| Stinger | Immediate event | Dramatic |
| Stem mixing | Dynamic intensity | Seamless |
| Beat-synced | Rhythmic gameplay | Musical |
| Queue point | Next natural break | Clean |
| Parameter | Affects | Example |
|---|---|---|
| Threat level | Music intensity | Enemy count |
| Health | Filter, reverb | Low health = muffled |
| Speed | Tempo, energy | Racing speed |
| Environment | Reverb, EQ | Cave vs outdoor |
| Time of day | Mood, volume | Night = quieter |
| System | What Changes | Best For |
|---|---|---|
| Vertical (layers) | Add/remove instrument layers | Intensity scaling |
| Horizontal (segments) | Different music sections | State changes |
| Combined | Both | AAA adaptive scores |
| Element | 3D Positioned? | Reason |
|---|---|---|
| Player footsteps | No (or subtle) | Always audible |
| Enemy footsteps | Yes | Directional awareness |
| Gunfire | Yes | Combat awareness |
| Music | No | Mood, non-diegetic |
| Ambient zone | Yes (area) | Environmental |
| UI sounds | No | Interface feedback |
| Distance | Sound Behavior |
|---|---|
| Near | Full volume, full frequency |
| Medium | Volume falloff, high-freq rolloff |
| Far | Low volume, low-pass filter |
| Max | Silent or ambient hint |
| Platform | Recommended Format | Reason |
|---|---|---|
| PC | OGG Vorbis, WAV | Quality, no licensing |
| Console | Platform-specific | Certification |
| Mobile | MP3, AAC | Size, compatibility |
| Web | WebM/Opus, MP3 fallback | Browser support |
| Game Type | Audio Budget | Strategy |
|---|---|---|
| Mobile casual | 10-50 MB | Compressed, fewer variants |
| PC indie | 100-500 MB | Quality focus |
| AAA | 1+ GB | Full quality, many variants |
| Category | Relative Level | Notes |
|---|---|---|
| Voice | 0 dB (reference) | Always clear |
| Player SFX | -3 to -6 dB | Prominent but not harsh |
| Music | -6 to -12 dB | Foundation, ducks for voice |
| Enemy SFX | -6 to -9 dB | Important but not dominant |
| Ambient | -12 to -18 dB | Subtle background |
| When | Duck What | Amount |
|---|---|---|
| Voice plays | Music, Ambient | -6 to -9 dB |
| Explosion | All except explosion | Brief duck |
| Menu open | Gameplay audio | -3 to -6 dB |
| Don't | Do |
|---|---|
| Play same sound repeatedly | Use variations (3-5 per sound) |
| Max volume everything | Use proper mix hierarchy |
| Ignore silence | Silence creates contrast |
| One music track loops forever | Provide variety, transitions |
| Skip audio in prototype | Placeholder audio matters |
Remember: 50% of the game experience is audio. A muted game loses half its soul.
This skill is applicable to execute the workflow or actions described in the overview.