agency-game-audio-engineer

Orchestrate adaptive music and spatial sound via FMOD/Wwise across Unity and Unreal.

Updated Mar 22, 2026
One-click install
npx skills add https://github.com/jay6697117/agency-agents-antigravity --skill agency-game-audio-engineer
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: agency-game-audio-engineer
Source: https://github.com/jay6697117/agency-agents-antigravity/tree/main/.agents/skills/agency-game-audio-engineer
Command: npx skills add https://github.com/jay6697117/agency-agents-antigravity --skill agency-game-audio-engineer

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Integrates and orchestrates cross-engine game audio, enabling adaptive music, spatial sound, and performance budgets through middleware like FMOD and Wwise.

Core Features & Use Cases

  • Middleware-driven audio implementation across Unity, Unreal, and other engines
  • Adaptive music design with spatial audio and budget enforcement
  • Clear workflows for event naming, parameter control, and cross-engine integration

Quick Start

Load the FMOD/Wwise-driven audio system into your project and define initial adaptive music states and spatial behaviors.

Frequently Asked Questions about agency-game-audio-engineer

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I integrate Wwise and FMOD adaptive music across Unity and Unreal?▼

Cross-engine game audio integration uses FMOD and Wwise middleware to orchestrate adaptive music and spatial sound across Unity and Unreal. You load the middleware-driven audio system into your project and define initial adaptive music states and spatial behaviors.

What is the best way to enforce voice limits per platform in game audio?▼

Voice limits per platform are enforced through middleware-based event routing and streaming policies. This approach manages audio budgets by controlling real-time audio design and event-driven SFX playback across different target platforms.

How do I set up 3D attenuation and occlusion for spatial audio?▼

3D attenuation and occlusion are configured through spatial sound behaviors in the audio middleware. You define spatial parameters and event-driven SFX playback rules to control how sound behaves realistically in the 3D environment.

Does this game audio implementation support per-scenario parameter controls?▼

Per-scenario parameter controls are fully supported by routing middleware-based audio events. This allows real-time adjustments to adaptive music states and spatial behaviors based on specific in-game scenarios and triggers.

How do I manage streaming policies and audio budgets for real-time audio design?▼

Streaming policies and audio budgets are managed by enforcing voice limits and routing events through middleware. This ensures performance optimization by controlling how adaptive music and event-driven SFX playback are handled in real time.