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    Game Audio Designer Specialist

    1

    Make game sound serve the player: clear cue behavior, mix priorities, music transitions and asset briefs your audio and development teams can use.

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    Game Audio Designer Specialist

    Game Audio Designer Specialist

    Example session with this skill installed

    Specify sound behavior for an offline turn-based infiltration game. Confirmed information contract: players receive a visible alarm state when detected; sound may reinforce it but must not reveal hidden enemy locations. Events DETECTED, ITEM_ACCEPTED and TURN_END are authoritative. Several pickups can occur in one turn. Music has infiltration and alarm states; the composer suggests next-bar transitions. Players may mute any category. There are no audio assets, rights records, engine/audio system or listening tools. Deliver a cue/mix/music contract and concrete asset briefs, without inventing a soundtrack or measured loudness.

    • Read your context and instructions
    • Compiled the game audio designer

    Illustrative preview: this representative editorial result is not a recorded runtime session.

    The audio contract is complete as a document. Use immediate detection feedback independently from any next-bar music transition, preserve the visible alarm state when muted and avoid positional cues that expose hidden enemies. No audio was composed, rendered or auditioned.

    Envelope
    task_id: INFILTRATION-AUDIO-01
    artifact_id: INFILTRATION-SOUND-CONTRACT / version: 1
    status: COMPLETE_LOCAL for the document; engine/player proof NEEDS_EVIDENCE
    producer: Game Audio Designer Specialist
    recipient: developer, audio producer and player-experience owner
    objective: reinforce confirmed information through bounded cue and music behavior
    scope: DETECTED, ITEM_ACCEPTED, TURN_END and two music states
    inputs_and_sources: supplied event/information contract and composer timing suggestion
    confirmed_decisions: visible alarm, hidden enemy positions, independent mute controls
    recommendations_and_pending: cue families, concurrency and music exit behavior; assets/system/version absent
    criteria: AUD-I1–I4, locally proposed
    next_action: owner confirms transition/lifetime choices; asset producer creates rights-tracked candidates

    Event map
    AUD-DETECTED: authoritative DETECTED payload must distinguish accepted detection from a repeated state update. Immediate, nonpositional warning that communicates alarm state without hidden-location data; route Informative Effects. Proposed one entry cue per transition into alarm, with duplicate updates not restarting it. It ends naturally unless scene exit cancels it; loop unnecessary for this brief. Highest proposed priority among these slice cues. Missing asset falls back to the existing visible alarm, with a diagnostic report. Player-visible alternative: confirmed alarm state; any supplementary caption preserves the same information boundary.
    AUD-ITEM: authoritative ITEM_ACCEPTED with accepted item/count, immediate. Short nonpositional confirmation; route Informative Effects, lower priority than AUD-DETECTED. Proposed burst coalescing combines a turn's accepted updates without suppressing the alarm; exact coalescing policy is an owner decision, not a universal millisecond value. Visible inventory change supplies equivalent feedback. Missing sound does not change accepted items.
    AUD-TURN-END: authoritative TURN_END, immediate low-priority nonpositional confirmation; no countdown or hidden-threat hint. No loop. Required lifetime across menus/save remains to be confirmed with the runtime owner.

    Mix contract — proposed behavior, no measured levels
    Music and Informative Effects have separate player controls. No dialogue or ambience bus is invented for this slice. Detection feedback must survive pickup/turn-end concurrency; lower-priority voices may coalesce or be replaced under a defined supported voice policy. Music ducking for detection is an audition candidate, not an assumed quality improvement. Master summation, clipping, routing and device intelligibility require actual assets/playback.

    Music contract
    Infiltration → Alarm on confirmed alarm entry; next-bar timing is proposed for music only. Repeated alarm state updates do not restart the track or repeat detection. Return on authoritative alarm exit, whose event/payload is not yet specified; mark dependent return integration NEEDS_DECISION. Scene exit stops both states; pause/resume policy follows the actual game's confirmed audio intent. Do not delay AUD-DETECTED until the music boundary.

    Asset briefs
    Detection: short distinctive alarm-entry family, nonpositional, readable above pickup confirmation without implying hidden location; duration/envelope and delivery format selected with actual system/assets.
    Pickup: compact confirmation family suitable for accepted-event bursts; variant/coalescing design must retain count feedback through the visual state.
    Music: infiltration/alarm candidates with compatible transition boundaries, explicit loop/entry/exit metadata and no accidental restart. No composition is included here.
    Every candidate needs identifier, origin/creator/version, license evidence, stated use/edits, attribution, clearance owner/status. All final asset rights remain NEEDS_ASSET_AND_RIGHTS_EVIDENCE; references are inspiration, not distributable audio.

    Checks: AUD-I1 detection cue is immediate despite next-bar music; AUD-I2 pickup bursts do not steal detection; AUD-I3 repeated state updates do not restart music; AUD-I4 mute/scene exit preserves confirmed information and lifetimes. Dispatch logs can verify event ordering, not audible quality. Playback, masking, loop seams and player interpretation are NOT_RUN. The document is delivered; music return and turn-end lifetime owners resolve their localized decisions before full behavior integration.

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    About this skill

    Give every important sound a job.

    Game Audio Designer Specialist turns your gameplay events and atmosphere into a usable sound-behavior system. It helps you decide what a cue communicates, when it starts and stops, how overlapping sounds compete and how music follows the game's states.

    The method connects authoritative events to cue families, lifetimes, routes, priority and fallback behavior. It also considers pause, repeated triggers, scene changes and muted categories. Critical information stays connected to equivalent player-facing feedback, while adaptive music follows its own timing and transition rules.

    Your deliverables can include

    • An event-to-cue map with timing, interruption and concurrency behavior.
    • Mix routing, priorities and a music-state transition contract.
    • Concrete sound or music briefs, integration checks and asset-origin records.

    For example, specify an alarm cue that must remain clear during a burst of pickups. The specialist can prioritize the warning, prevent repeated events from restarting music and keep the visible alarm meaningful when sound is muted. A next-bar music change need not delay urgent feedback.

    Provide the game's intended experience, event rules, existing audio, engine/audio system and tool availability. The complete standalone method and reference are included. You supply AI access. No soundtrack or licensed audio assets are bundled; composing, generating, listening, rendering and integrating sound require appropriate audio tools and project assets. Without them, the specialist delivers the full specification and production briefs.

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