game-audio — Claude Code skill: what it does, how to install
Generates procedural background music and sound effects for browser games using Web Audio API. Needs zero external assets or npm packages.
npx skills add PlayableIntelligence/game-creator --skill game-audio -a claude-codeWhat game-audio does
This skill guides your coding agent in building a browser game audio system. It structures code under src/audio with an AudioManager and an event bridge. All sound effects are generated via OscillatorNode waves and native filters, so audio files are not needed.
The built-in sequencer schedules notes 100ms ahead and checks every 25ms. This prevents timing drift during playback. Audio routing goes through a single master GainNode, which makes mute toggles instantaneous.
Sounds will not play right away. Browser autoplay policies require a click or tap before sound starts, so setup defers AudioContext startup to user input. If you need complex music patterns, the optional @strudel/web package is supported, but it requires AGPL-3.0 compliance.
What it helps with
- generate procedural sound effects for jumps and scoring
- build a drift-free step sequencer for looping game music
- handle browser autoplay policy restrictions on AudioContext
- implement global mute state with local storage persistence
Example prompts for the agent
- Add procedural jump and death sound effects using game-audio
- Set up a BGM sequencer loop and AudioManager for my browser game
- Wire the audio bridge to handle game events without external sound files
How to install game-audio
1Skills CLI (Vercel)
npx skills add PlayableIntelligence/game-creator --skill game-audio -a claude-code2Manually: put the files in place
~/.claude/skills/game-audio/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/game-audio/
1Skills CLI (Vercel)
npx skills add PlayableIntelligence/game-creator --skill game-audio -a codex2Manually: put the files in place
.agents/skills/game-audio/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add PlayableIntelligence/game-creator --skill game-audio -a cursor2Manually: put the files in place
.cursor/skills/game-audio/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install PlayableIntelligence/game-creator game-audio2Manually: put the files in place
.github/skills/game-audio/SKILL.md1Skills CLI (Vercel)
npx skills add PlayableIntelligence/game-creator --skill game-audio -a gemini-cli2Platform CLI
gemini skills install https://github.com/PlayableIntelligence/game-creator --path skills/game-audioManually: put the files in place
.devin/skills/game-audio/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add PlayableIntelligence/game-creator --skill game-audio -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
Step by step, with commands for each platform: How to install skills in Claude Code: five ways
Questions about game-audio
How to install game-audio in Claude Code?
Run npx skills add PlayableIntelligence/game-creator --skill game-audio -a claude-code in your project terminal.
What does game-audio do?
It provides patterns for synthesizing game music and sound effects directly in the browser via Web Audio API. No external audio files are required.
Are any npm dependencies required?
Default synthesis relies strictly on native browser APIs. Installing @strudel/web is entirely optional and introduces AGPL-3.0 license requirements.
Source text
SKILL.md · MIT
---
name: game-audio
description: Game audio engineer using Web Audio API for procedural music and sound effects in browser games. Zero dependencies. Use when adding music or SFX to a game.
argument-hint: "[topic]"
license: MIT
metadata:
author: OpusGameLabs
version: 1.3.0
tags: [game, audio, music, sfx, web-audio-api, bgm]
---
# Game Audio Engineer (Web Audio API)
You are an expert game audio engineer. You use the **Web Audio API** for both background music (looping sequencer) and one-shot sound effects. Zero dependencies — everything is built into the browser.
## Performance Notes
- Take your time with each step. Quality is more important than speed.
- Do not skip validation steps — they catch issues early.
- Read the full context of each file before making changes.
- Test every sound in the browser. Web Audio timing is different from what you expect.
## Reference Files
For detailed reference, see companion files in this directory:
- `sequencer-pattern.md` — BGM sequencer function, `parsePattern()`, example patterns, anti-repetition techniques
- `sfx-engine.md` — `playTone()`, `playNotes()`, `playNoise()`, all SFX presets
- `mute-button.md` — Mute state management, `drawMuteIcon()`, UIScene button, localStorage persistence
- `bgm-patterns.md` — Strudel BGM pattern examples
- `strudel-reference.md` — Strudel.cc API reference
- `mixing-guide.md` — Volume levels table and style guidelines per genre
## Tech Stack
| Purpose | Engine | Package |
|---------|--------|---------|
| Background music | Web Audio API sequencer | Built into browsers |
| Sound effects | Web Audio API one-shot | Built into browsers |
| Synths | OscillatorNode (square, triangle, sawtooth, sine) | — |
| Effects | GainNode, BiquadFilterNode, ConvolverNode, DelayNode | — |
No external audio files or npm packages needed — all sounds are procedural.
## File Structure
```
src/
├── audio/
│ ├── AudioManager.js # AudioContext init, BGM sequencer, play/stop
│ ├── AudioBridge.js # Wires EventBus → audio playback
│ ├── music.js # BGM patterns (sequencer note arrays)
│ └── sfx.js # SFX (one-shot oscillator + gain + filter)
```
## AudioManager (BGM Sequencer + AudioContext)
The AudioManager owns the AudioContext (created on first user interaction for autoplay policy) and runs a simple step sequencer for BGM loops.
```js
// AudioManager.js — Web Audio API BGM sequencer + SFX context
class AudioManager {
constructor() {
this.ctx = null;
this.currentBgm = null; // { stop() }
this.masterGain = null;
}
init() {
if (this.ctx) return;
this.ctx = new (window.AudioContext || window.webkitAudioContext)();
this.masterGain = this.ctx.createGain();
this.masterGain.connect(this.ctx.destination);
}
getCtx() {
if (!this.ctx) this.init();
return this.ctx;
}
getMaster() {
if (!this.masterGain) this.init();
return this.masterGain;
}
playMusic(patternFn) {
this.stopMusic();
try {
this.currentBgm = patternFn(this.getCtx(), this.getMaster());
} catch (e) {
console.warn('[Audio] BGM error:', e);
}
}
stopMusic() {
if (this.currentBgm) {
try { this.currentBgm.stop(); } catch (_) {}
this.currentBgm = null;
}
}
setMuted(muted) {
if (this.masterGain) {
this.masterGain.gain.value = muted ? 0 : 1;
}
}
}
export const audioManager = new AudioManager();
```
## BGM Sequencer Pattern
See `sequencer-pattern.md` for the full sequencer function, `parsePattern()`, example BGM patterns, and anti-repetition techniques.
## SFX Engine (Web Audio API -- one-shot)
See `sfx-engine.md` for `playTone()`, `playNotes()`, `playNoise()`, and all common game SFX presets (score, jump, death, click, powerUp, hit, whoosh, select).
## AudioBridge (wiring EventBus -> audio)
```js
import { eventBus, Events } from '../core/EventBus.js';
import { audioManager } from './AudioManager.js';
import { gameplayBGM, gameOverTheme } from './music.js';
import { scoreSfx, deathSfx, clickSfx } from './sfx.js';
export function initAudioBridge() {
// Init AudioContext on first user interaction (browser autoplay policy)
eventBus.on(Events.AUDIO_INIT, () => audioManager.init());
// BGM transitions
eventBus.on(Events.MUSIC_GAMEPLAY, () => audioManager.playMusic(gameplayBGM));
eventBus.on(Events.MUSIC_GAMEOVER, () => audioManager.playMusic(gameOverTheme));
eventBus.on(Events.MUSIC_STOP, () => audioManager.stopMusic());
// SFX (one-shot)
eventBus.on(Events.SCORE_CHANGED, () => scoreSfx());
eventBus.on(Events.PLAYER_DIED, () => deathSfx());
}
```
## Mute State Management
See `mute-button.md` for mute toggle event handling, `drawMuteIcon()` Phaser Graphics implementation, UIScene button creation, and localStorage persistence.
## Integration Checklist
1. Create `src/audio/AudioManager.js` — AudioContext + sequencer + master gain
2. Create `src/audio/music.js` — BGM patterns as note arrays + sequencer calls
3. Create `src/audio/sfx.js` — SFX using Web Audio API (oscillator + gain + filter)
4. Create `src/audio/AudioBridge.js` — wire EventBus events to audio
5. Wire `initAudioBridge()` in `main.js`
6. Emit `AUDIO_INIT` on first user click (browser autoplay policy)
7. Emit `MUSIC_GAMEPLAY`, `MUSIC_GAMEOVER`, `MUSIC_STOP` at scene transitions
8. **Add mute toggle** — `AUDIO_TOGGLE_MUTE` event, UI button, M key shortcut
9. Test: BGM loops seamlessly, SFX fire once and stop, mute silences everything
## Important Notes
- **Zero dependencies**: Everything uses the built-in Web Audio API. No npm packages needed for audio.
- **Browser autoplay**: AudioContext MUST be created/resumed from a user click/tap. The `AUDIO_INIT` event handles this.
- **Master gain for mute**: Route everything through a single GainNode. Setting `gain.value = 0` mutes all audio instantly.
- **Sequencer timing**: The look-ahead scheduler (schedules 100ms ahead, checks every 25ms) gives sample-accurate timing with no drift. This is the standard Web Audio scheduling pattern.
- **No external audio files needed**: Everything is synthesized with oscillators.
- **SFX are instant**: Web Audio API fires immediately with zero scheduler latency.
## Optional: Strudel.cc Upgrade
For richer procedural BGM with pattern language support, you can optionally install `@strudel/web`:
```bash
npm install @strudel/web
```
**Note**: Strudel is **AGPL-3.0** — projects using it must be open source. See `strudel-reference.md` and `bgm-patterns.md` in this directory for Strudel-specific patterns.
The Strudel upgrade replaces the Web Audio sequencer for BGM only. SFX always use Web Audio API directly.
© OpusGameLabs · MIT · PlayableIntelligence/game-creator