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Orchestrate audio team: audio-director + sound-designer + technical-artist + gameplay-programmer for full audio pipeline from direction to implementation.
Passed 20 of 20 test cases with the skill, and 10 of 20 without it.
and 9 more in the full report
10 fixed10 passed either way0 still failing0 broke3 errored
Tokens, turns and time describe resource use, not a dollar price.
One of 10 test cases the skill fixed. Same model, same prompt, with and without the skill.
At the end of `/team-audio dragon-flight`, the team notes that no sound bible existed before this run. What specific template and command should be recommended in Next Steps to create one?
| Checked | Without skill | With skill |
|---|---|---|
| Recommends drafting design/audio/sound-bible.md using template .claude/docs/templates/sound-bible.md. | Missed | Passed |
The instructions your model reads when the skill loads.
If no argument is provided, output usage guidance and exit without spawning any agents:
Usage:
/team-audio [feature or area to design audio for] [--review full|lean|solo]— specify the feature or area to design audio for (e.g.,combat,main menu,forest biome,boss encounter). Do not useAskUserQuestionhere; output the guidance directly.
When this skill is invoked with an argument, orchestrate the audio team through a structured pipeline.
Decision Points: At each step transition, use AskUserQuestion to present
the user with the subagent's proposals as selectable options. Write the agent's
full analysis in conversation, then capture the decision with concise labels.
In collaborative mode, the user must approve before moving to the next step.
In guided mode the pipeline advances automatically unless a step is BLOCKED;
in autonomous mode it runs end to end, recording each step outcome via
log_decision. Decisions in automation_always_ask categories
(is_always_ask_category helper) always prompt regardless of mode. See
.claude/docs/automation-modes.md.
!bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys review_mode,automation,team.size
Resolved above — use as-is; --review overrides review_mode. No block →
defaults in .claude/docs/config-resolution.md.
review_mode sets director-gate depth, and this pipeline has no director gate:
no phase below spawns CD-, TD-, PR- or AD-PHASE-GATE, at any review_mode. Its
phase gates are the pipeline's own decision points (defined under team.size
below), and the agents that work at them are team members, not director gates.
automation drives the Decision Points note above. See the Decision Points note above and
.claude/docs/automation-modes.md for how each mode changes pipeline behavior.
team.size: which agents are active (orthogonal to review_mode gate-depth and workflow docs).
individual (default): sound-designer only. Other agents consulted via the sound-designer, not spawned separately.small: + audio-director + technical-artist + gameplay-programmer.studio: + accessibility-specialist + the primary engine specialist (the full pipeline as documented).
A non-core agent needed at individual routes through the nearest active core agent with an informational note. "Phase gate" means any phase that ends in an AskUserQuestion decision point this pipeline itself lists — a transition under Decision Points above, or a Gate step written into the pipeline below — whatever the automation mode. guided and autonomous change how a gate is passed (it auto-advances, or is recorded with log_decision), not whether it is one, so bounded-exception condition (3) below holds at it in every mode. An agent restricted to "phase gates only" is spawned at those points and no others. This active-set scoping applies throughout the pipeline below: any phase that names an agent outside the active set routes through the nearest core agent rather than spawning it.Announce the active set before Step 1 — never let the collapse be silent. Before spawning anything, state in one line which agents this run will actually
test cases passed, vs 10 / 20 without
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