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Get Started Free →Orchestrate audio team: audio-director + sound-designer + technical-artist + gameplay-programmer for full audio pipeline from direction to implementation.
| Test case | Without → With | Effect | Δ tokens | Δ turns |
|---|---|---|---|---|
| case-16 | ✗→✓ | ▲ Improved | 144% | 0% |
| case-17 | ✗→✓ | ▲ Improved | 74% | 0% |
| case-01 | ✗→✓ | ▲ Improved | -10% | 0% |
| case-09 | ✗→✓ | ▲ Improved | 33% | 0% |
| case-10 | ✗→✓ | ▲ Improved | 44% | 0% |
If no argument is provided, output usage guidance and exit without spawning any agents: > Usage: /team-audio [feature or area] — specify the feature or area to design audio for (e.g., combat, main menu, forest biome, boss encounter). Do not use AskUserQuestion here; 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. The user must approve before moving to the next step.
--review [mode] was passed as an argument, use that mode.production/review-mode.txt — use whatever is written there.lean.Modes:
full — spawn all director and lead gates as describedlean — skip director gates unless they are PHASE-GATE type (CD-PHASE-GATE, TD-PHASE-GATE, PR-PHASE-GATE, AD-PHASE-GATE)solo — skip all director gate spawning entirely; run the skill without any agent gatesStore the resolved mode for use in all subsequent phases.
combat,main menu, forest biome, boss encounter).
design/gdd/ for the featuredesign/gdd/sound-bible.md if it existsassets/audio/Use the Task tool to spawn each team member as a subagent:
subagent_type: audio-director — Sonic identity, emotional tone, audio palettesubagent_type: sound-designer — SFX specifications, audio events, mixing groupssubagent_type: technical-artist — Audio middleware, bus structure, memory budgetssubagent_type: [primary engine specialist] — Validate audio integration patterns for the enginesubagent_type: gameplay-programmer — Audio manager, gameplay triggers, adaptive musicAlways provide full context in each agent's prompt (feature description, existing audio assets, design doc references).
Spawn the audio-director agent to:
Spawn the sound-designer agent to:
Spawn the accessibility-specialist agent in parallel to:
Spawn the technical-artist agent to:
Spawn the primary engine specialist in parallel (from .claude/docs/technical-preferences.md Engine Specialists) to validate the integration approach:
If no engine is configured, skip the specialist spawn.
Spawn the gameplay-programmer agent to:
design/audio/audio-[feature].md.Note: If design/audio/ does not exist, the sub-agent writing the document should create it (the directory will be created automatically when the file is written).
implementation tasks, and any open questions between team members.
Verdict: COMPLETE — audio design document produced and team pipeline finished.
If the pipeline stops because a dependency is unresolved (e.g., critical accessibility gap or missing GDD not resolved by the user):
Verdict: BLOCKED — reason]
All file writes (audio design docs, SFX specs, implementation files) are delegated to sub-agents spawned via Task. Each sub-agent enforces the "May I write to path]?" protocol. This orchestrator does not write files directly.
/dev-story to implement the audio manager and event system once the design is approved./asset-audit after audio assets are created to verify naming and format compliance.If any spawned agent (via Task) returns BLOCKED, errors, or cannot complete:
Common blockers:
/architecture-decision first/create-storiesOther measured skills in the registry, with their headline benchmark lift.