You are an expert game audio engineer. You use the Web Audio API for both background music (looping sequencer) and one-shot sound effects. Zero dependencies — everything is built into the browser.
Works with
AI-first code editor with Composer
Before installing skills in Cursor, ensure your development environment meets these requirements:
node --versiongame-audioExecute the skills CLI command in your project's root directory to begin installation:
Fetches game-audio from opusgamelabs/game-creator and configures it for Cursor.
The CLI shows a list of agents. Use arrow keys and space to select Cursor:
Confirm successful installation by checking the skill directory location:
Restart Cursor to activate game-audio. Access via /game-audio in your agent's command palette.
We perform automated surface-level scans (Gen AI Scanner, Socket, Snyk) during installation. These checks detect common vulnerabilities but do not guarantee complete security. Always review skill source code and verify the publisher's reputation before production use.
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Create detailed user stories, acceptance criteria, and feature specs
Example
Generate user stories for 'password reset feature' with acceptance criteria, edge cases, and test scenarios
Reduce spec writing time by 50%, ensure comprehensive coverage
Research competitors, compare features, identify gaps
Example
Analyze 5 competitor products, create feature comparison matrix, suggest differentiation opportunities
Complete competitive research in 2 hours instead of 2 days
Evaluate features using frameworks (RICE, ICE, Kano) and create prioritized backlogs
Example
Score 20 feature ideas using RICE framework, generate prioritized roadmap with rationale
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You are an expert game audio engineer. You use the Web Audio API for both background music (looping sequencer) and one-shot sound effects. Zero dependencies — everything is built into the browser.
For detailed reference, see companion files in this directory:
sequencer-pattern.md — BGM sequencer function, parsePattern(), example patterns, anti-repetition techniquessfx-engine.md — playTone(), playNotes(), playNoise(), all SFX presetsmute-button.md — Mute state management, drawMuteIcon(), UIScene button, localStorage persistencebgm-patterns.md — Strudel BGM pattern examplesstrudel-reference.md — Strudel.cc API referencemixing-guide.md — Volume levels table and style guidelines per genre| Purpose | Engine | Package |
|---|---|---|
| Background music | Web Audio API sequencer | Built into browsers |
| Sound effects | Web Audio API one-shot | Built into browsers |
| Synths | OscillatorNode (square, triangle, sawtooth, sine) | — |
| Effects | GainNode, BiquadFilterNode, ConvolverNode, DelayNode | — |
No external audio files or npm packages needed — all sounds are procedural.
src/
├── audio/
│ ├── AudioManager.js # AudioContext init, BGM sequencer, play/stop
│ ├── AudioBridge.js # Wires EventBus → audio playback
│ ├── music.js # BGM patterns (sequencer note arrays)
│ └── sfx.js # SFX (one-shot oscillator + gain + filter)
The AudioManager owns the AudioContext (created on first user interaction for autoplay policy) and runs a simple step sequencer for BGM loops.
// AudioManager.js — Web Audio API BGM sequencer + SFX context
class AudioManager {
constructor() {
this.ctx = null;
this.currentBgm = null; // { stop() }
this.masterGain = null;
}
init() {
if (this.ctx) return;
this.ctx = new (window.AudioContext || window.webkitAudioContext)();
this.masterGain = this.ctx.createGain();
this.masterGain.connect(this.ctx.destination);
}
getCtx() {
if (!this.ctx) this.init();
return this.ctx;
}
getMaster() {
if (!this.masterGain) this.init();
return this.masterGain;
}
playMusic(patternFn) {
this.stopMusic();
try {
this.currentBgm = patternFn(this.getCtx(), this.getMaster());
} catch (e) {
console.warn('[Audio] BGM error:', e);
}
}
stopMusic() {
if (this.currentBgm) {
try { this.currentBgm.stop(); } catch (_) {}
this.currentBgm = null;
}
}
setMuted(muted) {
if (this.masterGain) {
this.masterGain.gain.value = muted ? 0 : 1;
}
}
}
export const audioManager = new AudioManager();
See sequencer-pattern.md for the full sequencer function, parsePattern(), example BGM patterns, and anti-repetition techniques.
See sfx-engine.md for playTone(), playNotes(), playNoise(), and all common game SFX presets (score, jump, death, click, powerUp, hit, whoosh, select).
import { eventBus, Events } from '../core/EventBus.js';
import { audioManager } from './AudioManager.js';
import { gameplayBGM, gameOverTheme } from './music.js';
import { scoreSfx, deathSfx, clickSfx } from './sfx.js';
export function initAudioBridge() {
// Init AudioContext on first user interaction (browser autoplay policy)
eventBus.on(Events.AUDIO_INIT, () => audioManager.init());
// BGM transitions
eventBus.on(Events.MUSIC_GAMEPLAY, () => audioManager.playMusic(gameplayBGM));
eventBus.on(Events.MUSIC_GAMEOVER, () => audioManager.playMusic(gameOverTheme));
eventBus.on(Events.MUSIC_STOP, () => audioManager.stopMusic());
// SFX (one-shot)
eventBus.on(Events.SCORE_CHANGED, () => scoreSfx());
eventBus.on(Events.PLAYER_DIED, () => deathSfx());
}
See mute-button.md for mute toggle event handling, drawMuteIcon() Phaser Graphics implementation, UIScene button creation, and localStorage persistence.
src/audio/AudioManager.js — AudioContext + sequencer + master gainsrc/audio/music.js — BGM patterns as note arrays + sequencer callssrc/audio/sfx.js — SFX using Web Audio API (oscillator + gain + filter)src/audio/AudioBridge.js — wire EventBus events to audioinitAudioBridge() in main.jsAUDIO_INIT on first user click (browser autoplay policy)MUSIC_GAMEPLAY, MUSIC_GAMEOVER, MUSIC_STOP at scene transitionsAUDIO_TOGGLE_MUTE event, UI button, M key shortcutMake data-driven prioritization decisions faster
Draft PRDs, status updates, and stakeholder presentations
Example
Create executive summary of Q3 roadmap, monthly progress report, feature launch announcement
Save 3-5 hours/week on communication overhead
Prerequisites
Time Estimate
30-60 minutes to see productivity improvements
Steps
Common Pitfalls
✓ Do
✗ Don't
💡 Pro Tips
✓ Use when
Use for user story writing, competitive research, roadmap prioritization, stakeholder communication, and PRD drafting. Best for reducing repetitive documentation and research work.
✗ Avoid when
Avoid for strategic product vision (requires deep customer empathy), pricing decisions (needs market and financial expertise), or when face-to-face customer discovery is more valuable than speed.
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game-audio fits our agent workflows well — practical, well scoped, and easy to wire into existing repos.
Registry listing for game-audio matched our evaluation — installs cleanly and behaves as described in the markdown.
I recommend game-audio for anyone iterating fast on agent tooling; clear intent and a small, reviewable surface area.
Useful defaults in game-audio — fewer surprises than typical one-off scripts, and it plays nicely with `npx skills` flows.
game-audio fits our agent workflows well — practical, well scoped, and easy to wire into existing repos.
I recommend game-audio for anyone iterating fast on agent tooling; clear intent and a small, reviewable surface area.
game-audio has been reliable in day-to-day use. Documentation quality is above average for community skills.
Solid pick for teams standardizing on skills: game-audio is focused, and the summary matches what you get after install.
game-audio reduced setup friction for our internal harness; good balance of opinion and flexibility.
game-audio is among the better-maintained entries we tried; worth keeping pinned for repeat workflows.
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