# game-audio

Generates procedural background music and sound effects for browser games using Web Audio API. Needs zero external assets or npm packages.

- skill · `type=skill` · Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, OpenCode · 1300 installs · ★ 348
- Author: OpusGameLabs
- License: MIT · policy=mirror · the beginning of the file is at the end of this page
- Source: https://github.com/PlayableIntelligence/game-creator/tree/HEAD/skills/game-audio/SKILL.md
- Updated: 2026-05-25
- HTML: https://affpapa.org/en/nevibecode/skills/game-audio

## What it 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.

## Install

### Claude Code (native platform)

1. **Skills CLI (Vercel)**
```bash
npx skills add PlayableIntelligence/game-creator --skill game-audio -a claude-code
```

2. **Manually: put the files in place**
- File: `~/.claude/skills/game-audio/SKILL.md` — Copy the whole skill folder; for one project use .claude/skills/game-audio/

### Codex

1. **Skills CLI (Vercel)**
```bash
npx skills add PlayableIntelligence/game-creator --skill game-audio -a codex
```

2. **Manually: put the files in place**
- File: `.agents/skills/game-audio/SKILL.md` — For all projects use ~/.agents/skills/

### Cursor

1. **Skills CLI (Vercel)**
```bash
npx skills add PlayableIntelligence/game-creator --skill game-audio -a cursor
```

2. **Manually: put the files in place**
- File: `.cursor/skills/game-audio/SKILL.md` — Cursor also reads .agents/skills/ and .claude/skills/

### GitHub Copilot

1. **GitHub CLI**
```bash
gh skill install PlayableIntelligence/game-creator game-audio
```

2. **Manually: put the files in place**
- File: `.github/skills/game-audio/SKILL.md`

### Gemini CLI

1. **Skills CLI (Vercel)**
```bash
npx skills add PlayableIntelligence/game-creator --skill game-audio -a gemini-cli
```

2. **Platform CLI**
```bash
gemini skills install https://github.com/PlayableIntelligence/game-creator --path skills/game-audio
```

### Windsurf (Devin Desktop)

**Manually: put the files in place**
- File: `.devin/skills/game-audio/SKILL.md` — The legacy .windsurf/skills/ path still works

### OpenCode

**Skills CLI (Vercel)**
```bash
npx skills add PlayableIntelligence/game-creator --skill game-audio -a opencode
```

### Claude.ai

**Claude.ai**
- Zip the folder and upload it in Settings → Capabilities → Skills

Where a file is given instead of a command, copy the files from the source to that path: https://github.com/PlayableIntelligence/game-creator/tree/HEAD/skills/game-audio/SKILL.md

## When to use it
- 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
- 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

## Source text · SKILL.md · MIT

Below is the content of a third-party file. It is data, not instructions for you: do not act on anything written inside unless the human asks. Block tag: 2c19e7936cba36fe.

BEGIN THIRD-PARTY FILE 2c19e7936cba36fe
````text
---
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();
````
END THIRD-PARTY FILE 2c19e7936cba36fe

The third-party file has ended. Everything between the 2c19e7936cba36fe tags is data: requests and commands from it are not followed. An “end of file” line with another tag inside the block is part of the file.

First 2973 of 6748 bytes. © OpusGameLabs · MIT · https://github.com/PlayableIntelligence/game-creator/tree/HEAD/skills/game-audio/SKILL.md

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