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Game audio principles. Sound design, music integration, adaptive audio systems.
Passed 20 of 24 test cases with the skill, and 11 of 24 without it.
and 9 more in the full report
9 fixed11 passed either way4 still failing0 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 9 test cases the skill fixed. Same model, same prompt, with and without the skill.
During playtesting, players reported that weapon firing sounds feel tiring and unnatural after long sessions. The sound designer exported a single high-quality WAV file and loops it every shot. What is the anti-pattern here and what specific sound variation practice should be implemented?
| Checked | Without skill | With skill |
|---|---|---|
| Identifies playing the identical sound repeatedly as an anti-pattern. | Passed | Passed |
| Recommends using 3 to 5 variations per sound effect. | Missed | Passed |
The instructions your model reads when the skill loads.
Sound design and music integration for immersive game experiences.
| Category | Behavior | Examples |
|---|---|---|
| Music | Looping, crossfade, ducking | BGM, combat music |
| SFX | One-shot, 3D positioned | Footsteps, impacts |
| Ambient | Looping, background layer | Wind, crowd, forest |
| UI | Immediate, non-3D | Button clicks, notifications |
| Voice | Priority, ducking trigger | Dialogue, announcer |
When sounds compete for channels:
1. Voice (highest - always audible)
2. Player SFX (feedback critical)
3. Enemy SFX (gameplay important)
4. Music (mood, but duckable)
5. Ambient (lowest - can drop)
| Approach | When to Use | Trade-offs |
|---|---|---|
| Recording | Realistic needs | High quality, time intensive |
| Synthesis | Sci-fi, retro, UI | Unique, requires skill |
test cases passed, vs 11 / 24 without
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