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Release 1.1.2 — the default path works end to end
Fix release for 1.1.1: the minimal path end to end, engine commands that run on Godot, Unity and Unreal, hook warnings you can see, and verdicts that say when they could not check. Details in CHANGELOG.md; upgrade steps in UPGRADING.md (v1.1.1 → v1.1.2). Fixes #67 Fixes #131 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01WuJn2FdynEybfL5KC697nJ
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Claude Opus 5.5
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@@ -8,7 +8,7 @@ model: sonnet
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---
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If no argument is provided, output usage guidance and exit without spawning any agents:
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> 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.
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> 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 use `AskUserQuestion` here; output the guidance directly.
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When this skill is invoked with an argument, orchestrate the audio team through a structured pipeline.
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@@ -29,19 +29,19 @@ in `autonomous` mode it runs end to end, recording each step outcome via
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Resolved above — use as-is; `--review` overrides `review_mode`. No block →
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defaults in `.claude/docs/config-resolution.md`.
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`review_mode` sets gate depth:
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- `full` — spawn all director and lead gates as described
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- `lean` — skip director gates unless they are PHASE-GATE type (CD-PHASE-GATE, TD-PHASE-GATE, PR-PHASE-GATE, AD-PHASE-GATE)
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- `solo` — skip all director gate spawning entirely; run the skill without any agent gates
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`review_mode` sets director-gate depth, and this pipeline has no director gate:
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no phase below spawns CD-, TD-, PR- or AD-PHASE-GATE, at any `review_mode`. Its
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phase gates are the pipeline's own decision points (defined under `team.size`
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below), and the agents that work at them are team members, not director gates.
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`automation` drives the Decision Points note above. See the Decision Points note above and
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`.claude/docs/automation-modes.md` for how each mode changes pipeline behavior.
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**`team.size`**: which agents are active (orthogonal to review_mode gate-depth and workflow docs).
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- **`individual`** (default): `sound-designer` only. Other agents consulted via the sound-designer, not spawned separately.
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- **`small`**: + `audio-director` + `technical-artist`.
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- **`studio`**: + `localization-lead` + per-system audio reviewers.
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Directors (CD/TD/PR) still spawn at phase gates regardless of size; 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 before the pipeline advances** — not every phase. Apply the test literally: if the phase below has no decision point, it is not a gate, and an agent restricted to "phase gates only" is not spawned for it. 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.
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- **`small`**: + `audio-director` + `technical-artist` + `gameplay-programmer`.
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- **`studio`**: + `accessibility-specialist` + the primary engine specialist (the full pipeline as documented).
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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.
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**Announce the active set before Step 1 — never let the collapse be silent.**
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Before spawning anything, state in one line which agents this run will actually
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@@ -56,10 +56,10 @@ Fill it from the `team.size` list directly above and the agents this file's own
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pipeline names — not from an example. Both sets differ per orchestrator.
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The pipeline below reads as a multi-agent fan-out and at the shipped default it
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is one or two agents — `team-release` names eight and runs one, `team-narrative`
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is one or two agents — `team-release` names ten and runs one, `team-narrative`
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names six across five phases and runs `writer` alone. **The collapse is correct**:
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`team.size` is rigor-fronted and the narrow default is the token lever, measured
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at roughly 10x. What was wrong is that nothing said so, so a reader could not
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`team.size` is rigor-fronted and the narrow default is the token lever.
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Without saying so, a reader cannot
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distinguish a correctly-collapsed run from a broken pipeline, and the per-agent
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"routes through the nearest core agent with an informational note" rule above
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fires at routing time and never states the shape of the run as a whole.
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@@ -73,7 +73,14 @@ enforced.**
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2. **Gather context**:
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- Read relevant design docs in `design/gdd/` for the feature
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- Read the sound bible at `design/gdd/sound-bible.md` if it exists
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- Read the sound bible at `design/audio/sound-bible.md` if it exists. If only
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`design/gdd/sound-bible.md` exists (where earlier versions put it), read that
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and recommend moving it to `design/audio/` — in `design/gdd/` the GDD checks
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count every file as a system GDD. If neither exists,
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say so in one line — "No sound bible at `design/audio/sound-bible.md`; audio
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direction starts from the GDDs alone" — so the gap is visible in the output.
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Carry the gap forward: say so in the audio-director's Step 1 brief, and
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recommend creating a sound bible in Next Steps.
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- Read existing audio asset lists in `assets/audio/`
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- Read any existing sound design docs for this area
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@@ -82,13 +89,31 @@ enforced.**
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Use the `Agent` tool to spawn each team member as a subagent:
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- `subagent_type: audio-director` — Sonic identity, emotional tone, audio palette
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- `subagent_type: sound-designer` — SFX specifications, audio events, mixing groups
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- `subagent_type: accessibility-specialist` — Visual fallbacks and subtitles for critical audio, auditory sensitivity
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- `subagent_type: technical-artist` — Audio middleware, bus structure, memory budgets
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- `subagent_type: [primary engine specialist]` — Validate audio integration patterns for the engine
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- `subagent_type: gameplay-programmer` — Audio manager, gameplay triggers, adaptive music
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**Brief each agent — do not dump context.** Read the shared inputs **once** and pass a distilled brief inline: the lines each agent actually needs, never a file path for a document you have already read (an agent handed a path re-reads the whole file). Pass a path only for a document you have not read and only that agent needs.
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**End every agent prompt with a return contract:** "Write your full output to `[path]` — that named path is your write authorisation under the bounded exception below, so write it without a separate approval prompt. Return **only** (1) the path written, (2) a ≤5-bullet summary of decisions, (3) any BLOCKED/CONCERNS items, one line each. Do not restate the documents you read." Without it, an agent returns everything it read back into this session.
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**End every agent prompt with a return contract:** "Write your full output to `[path]` — that named path is your write authorisation under the bounded exception below, so write it without a separate approval prompt. Return **only** (1) the path written, (2) a ≤5-bullet summary of decisions, (3) any BLOCKED/CONCERNS items, one line each. Do not restate the documents you read." Without it, an agent returns everything it read back into this session. **Implementation files are the exception:** an agent writing code or assets first returns the files it will create or change, and its return contract names them only after you have asked once for the set and the user said yes (File Write Protocol) — that answer, not the bounded exception, authorises those writes.
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**Substitute a real path for `[path]`.** Working artifacts go under
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`production/audio/[feature]/`, where `[feature]` is the argument as a slug —
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lowercase, spaces → hyphens (`boss encounter` → `boss-encounter`), the same slug
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the "Save to" step uses. One file per agent, so parallel steps never share one:
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| Step / agent | Writes to |
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| 1 audio-director | `production/audio/[feature]/direction.md` |
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| 2 sound-designer | `production/audio/[feature]/sfx-spec.md` |
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| 2 accessibility-specialist | `production/audio/[feature]/accessibility.md` |
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| 3 technical-artist | `production/audio/[feature]/integration-plan.md` |
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| 3 engine specialist | `production/audio/[feature]/engine-notes.md` |
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| 4 gameplay-programmer | the code root and the engine's test root — the files the one implementation ask lists (File Write Protocol), outside the bounded exception |
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These are working drafts; the durable record is the audio design document you
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compile from them.
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> **Why this does not violate the Collaboration Protocol.** `CLAUDE.md` requires an agent to ask "May I write this to [filepath]?" before Write/Edit. A subagent spawned here writes **without** asking, and that is a deliberate, bounded exception rather than an oversight — the same call already made for `consistency-check` appending to `active.md`. The exception holds only when all three are true: (1) the path is one **you** named in the prompt, so the user approved the destination when they approved the phase; (2) it is a new artifact under `production/`, `docs/` or `tests/`, never an edit to existing source or config; (3) the phase that produced it is itself gated by an `AskUserQuestion` before the pipeline advances. Outside those three, the agent must ask. **Do not "fix" this by asking per subagent** — a prompt per agent per phase makes an orchestrator unusable, which is why the exception exists.
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@@ -117,6 +142,12 @@ Spawn the `accessibility-specialist` agent in parallel to:
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- Review the audio event list for any that could cause issues for players with auditory sensitivities (high-frequency alerts, sudden loud events)
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- Output: audio accessibility requirements list integrated into the audio event spec
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A gameplay-critical audio event with no visual cue or subtitle is labelled
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**BLOCKING** in the report, not advisory. Step 3 does not start until the user
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resolves it or explicitly accepts it at the Step 2 decision point, which offers
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the fix (a visual cue, subtitle or haptic fallback) and a stop; an accepted gap
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is listed among the open questions in the summary.
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### Step 3: Technical Implementation (parallel)
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Spawn the `technical-artist` agent to:
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- Design the audio middleware integration (Wwise/FMOD/native)
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@@ -131,7 +162,7 @@ Spawn the **primary engine specialist** in parallel (`<engine>-specialist` deriv
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- Known audio system changes in the pinned engine version that affect the integration plan?
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- Output: engine audio integration notes to merge with the technical-artist's plan
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If no engine is configured, skip the specialist spawn. **Record `Engine validation: NOT ASSESSED — no engine configured (`engine.name` unset in `project.yaml`)` in this run's output.** A skipped check that says nothing is indistinguishable from a check that passed; the reader cannot tell engine guidance was never sought.
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If no engine is configured, skip the specialist spawn. **Record ``Engine validation: NOT ASSESSED — no engine configured (`engine.name` unset in `project.yaml`)`` in this run's output.** A skipped check that says nothing is indistinguishable from a check that passed; the reader cannot tell engine guidance was never sought.
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### Step 4: Code Integration (gameplay-programmer)
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Spawn the `gameplay-programmer` agent to:
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@@ -154,32 +185,46 @@ Spawn the `gameplay-programmer` agent to:
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approval. Sub-agent working artifacts stay under `production/` where the
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exception does reach them.
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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).
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Note: If `design/audio/` does not exist, writing the file creates it.
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6. **Output a summary** with: audio event count, estimated asset count,
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implementation tasks, and any open questions between team members.
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Verdict: **COMPLETE** — audio design document produced and team pipeline finished.
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If the engine validation was skipped (no engine configured), the verdict says
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so — never a plain COMPLETE:
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Verdict: **COMPLETE — engine validation NOT ASSESSED ([reason])** — audio design document produced; the engine specialist never reviewed the integration plan.
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If the pipeline stops because a dependency is unresolved (e.g., critical accessibility gap or missing GDD not resolved by the user):
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Verdict: **BLOCKED** — [reason]
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## File Write Protocol
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All file writes (audio design docs, SFX specs, implementation files) are delegated
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to sub-agents spawned via `Agent`. Those writes follow the **bounded exception**
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documented above under "Why this does not violate the Collaboration Protocol" —
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the path is one you named, the artifact is new under `production/`, `docs/` or
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`tests/`, and the phase is gated by an `AskUserQuestion`. A sub-agent does **not**
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prompt per write inside those bounds; outside them it must ask. This orchestrator
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does not write files directly.
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Per-agent artifacts (SFX specs, integration plans) are written by the sub-agent
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that produced them, under the **bounded exception** documented above under "Why
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this does not violate the Collaboration Protocol" — the path is one you named, the
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artifact is new under `production/`, `docs/` or `tests/`, and the phase is gated by
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an `AskUserQuestion`. A sub-agent does **not** prompt per write inside those bounds;
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outside them it must ask. **Implementation files** — gameplay-programmer's audio
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integration code, anything under the code root or `assets/` — are outside those
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bounds: the agent returns the files it will create or change, you ask once for the
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set, and it writes after a yes. The **one exception is the final compiled audio design
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document**: the orchestrator already holds every input, so it compiles and writes
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`design/audio/audio-[feature].md` itself after its own "May I write …?" prompt
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(the "Save to" step above).
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## Next Steps
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- Review the audio design doc with the audio-director before implementation begins.
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- Use `/dev-story` to implement the audio manager and event system once the design is approved.
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- Run `/asset-audit` after audio assets are created to verify naming and format compliance.
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- If there was no sound bible, create one before the next audio pass: ask the
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`audio-director` agent to draft `design/audio/sound-bible.md` from
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`.claude/docs/templates/sound-bible.md`, starting from this run's Step 1
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direction (it asks before writing under `design/`).
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## Error Recovery Protocol
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@@ -193,10 +238,10 @@ usually still there.
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If any spawned agent returns BLOCKED, errors, or cannot complete: **surface it
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immediately, don't proceed past a dependency it blocks, and always produce a
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partial report.** Full procedure: `.claude/docs/error-recovery-protocol.md`.
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partial report.** A skipped agent's section stays a named gap — never fill it with content of your own. Full procedure: `.claude/docs/error-recovery-protocol.md`.
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Common blockers:
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- Input file missing (story not found, GDD absent) → redirect to the skill that creates it
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- ADR status is Proposed → do not implement; run `/architecture-decision` first
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- ADR status is Proposed → do not implement; once it is decided, accept it with `/architecture-decision accept ADR-NNNN`
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- Scope too large → split into two stories via `/create-stories`
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- Conflicting instructions between ADR and story → surface the conflict, do not guess
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