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Game Audio

Organization
PlayableIntelligence
game-audio

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.

Overview

PublisherPlayableIntelligence
Repositorygame-creator
Skill namegame-audio
Stars
331
Forks
41
Bundled files
6
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 6 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by PlayableIntelligence on GitHub. Read the source before you install it.

Installation

Install the Game Audio AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/PlayableIntelligence/game-creator.git /tmp/game-creator
mkdir -p .claude/skills
cp -r /tmp/game-creator/skills/game-audio .claude/skills/game-audio
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Game Audio in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Game Audio on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Game Audio is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

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.mdplayTone(), 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

PurposeEnginePackage
Background musicWeb Audio API sequencerBuilt into browsers
Sound effectsWeb Audio API one-shotBuilt into browsers
SynthsOscillatorNode (square, triangle, sawtooth, sine)
EffectsGainNode, 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 toggleAUDIO_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.

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Game Audio AI skill do?

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.

Why use Game Audio on TypingMind?

Because you install it once and use it with any model. Game Audio is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Game Audio in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/PlayableIntelligence/game-creator/tree/main/skills/game-audio. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Game Audio?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Game Audio?

As many as you like. As long as a model supports skills, you can use Game Audio with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Game Audio AI skill free?

Yes. It is published on GitHub by PlayableIntelligence under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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