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build-game-audio-feedback — Claude Code skill for game audio

Guides an agent through designing responsive audio cues for a Three.js or browser game: hits, blocks, music states.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add MengTo/Skills --skill build-game-audio-feedback -a claude-code
Open on GitHub

What build-game-audio-feedback does

The skill gives an agent a frame for game audio work. It separates cues for accepted input, windup, contact, block, miss, damage, interrupt, pickup, warning, death and objective completion. Priority comes next, so critical feedback stays audible when a fight gets crowded.

Browser behaviour is the second half. Audio unlocks from a user gesture, mute and volume settings are respected, finished nodes get released, and simultaneous voices are capped. Meaningful cues need subtitles or a visual equivalent. Music switches by state with controlled transitions instead of restarting the track.

Verification runs down a list: first interaction, rapid actions, pause, tab or background return, mobile, muted state, reduced motion. Check memory and the console after a representative session. If your project already has an audio manager, the skill will compete with it over priorities — worth deciding which one wins before you wire anything up.

What it helps with

  • map a distinct cue to every game event
  • keep critical cues audible in a crowded fight
  • unlock audio on mobile from a user gesture
  • switch music by state without restarting the track
  • add subtitles for meaningful sounds

Example prompts for the agent

  • Design the audio cues for combat in my Three.js game
  • Verify audio: first interaction, pause, background return, mobile
  • Set up music switching by state with controlled transitions

How to install build-game-audio-feedback

1Skills CLI (Vercel)

npx skills add MengTo/Skills --skill build-game-audio-feedback -a claude-code

2Manually: put the files in place

~/.claude/skills/build-game-audio-feedback/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/build-game-audio-feedback/

Step by step, with commands for each platform: How to install skills in Claude Code: five ways

Questions about build-game-audio-feedback

How do I install build-game-audio-feedback in Claude?

Run npx skills add MengTo/Skills --skill build-game-audio-feedback -a claude-code. The skill file then lives at ~/.claude/skills/build-game-audio-feedback/SKILL.md.

What does build-game-audio-feedback do?

It helps an agent design and implement audio feedback for a Three.js or web game: event cues, mix priorities, music states and mobile audio unlock.

Which platforms does the skill support?

Claude, Codex, Cursor, GitHub Copilot, Gemini CLI and OpenCode. Each platform has its own install command.

Source text

SKILL.md · MIT
---
name: build-game-audio-feedback
description: Design or implement responsive audio feedback for a Three.js or web game. Use for action sounds, combat layers, music states, spatial audio, mix priorities, mute controls, accessibility, mobile audio unlock, and audio performance.
---

# Build Game Audio Feedback

Use audio to confirm player intent and combat state, not to add constant noise.

## Map feedback

Assign distinct cues for input accepted, windup, contact, block, miss, damage, interrupt, pickup, warning, death, and objective completion. Define priority so critical feedback remains audible during crowded encounters.

## Build for browsers

Unlock audio from a user gesture, respect mute/volume settings, release completed nodes, cap simultaneous voices, and provide subtitles or visual equivalents for meaningful cues. Change music by state with controlled transitions rather than restarts.

## Verify

Test first interaction, rapid actions, pause, tab/background return, mobile, muted state, and reduced motion/accessibility. Check memory and console health after a representative session.

© MengTo · MIT · MengTo/Skills

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