team-audio

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Orchestrate audio team: audio-director + sound-designer + technical-artist + gameplay-programmer for full audio pipeline from direction to implementation.

AI & Automation 66 stars 7 forks Updated 4 days ago MIT

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Quality Score: 91/100

Stars 20%
61
Recency 20%
100
Frontmatter 20%
70
Documentation 15%
100
Issue Health 10%
50
License 10%
100
Description 5%
100

Skill Content

If no argument is provided, output usage guidance and exit without spawning any agents: > Usage: `/team-audio [feature or area]` — specify the feature or area to design audio for (e.g., `combat`, `main menu`, `forest biome`, `boss encounter`). Do not use `question` here; output the guidance directly. When this skill is invoked with an argument, orchestrate the audio team through a structured pipeline. **Decision Points:** At each step transition, use `question` 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. 1. **Read the argument** for the target feature or area (e.g., `combat`, `main menu`, `forest biome`, `boss encounter`). 2. **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: [primary engine specialist]` — Validate audio integration pattern...

Details

Author
striderZA
Repository
striderZA/OpenCodeGameStudios
Created
2 months ago
Last Updated
4 days ago
Language
JavaScript
License
MIT

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