--- name: team-audio description: "Orchestrate audio team: audio-director + sound-designer + technical-artist + gameplay-programmer for full audio pipeline from direction to implementation." argument-hint: "[feature or area to design audio for]" user-invocable: true allowed-tools: Read, Glob, Grep, Write, Edit, Bash, Task, AskUserQuestion, TodoWrite --- When this skill is invoked, 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. 1. **Read the argument** for the target feature or area (e.g., `combat`, `main menu`, `forest biome`, `boss encounter`). 2. **Gather context**: - Read relevant design docs in `design/gdd/` for the feature - Read the sound bible at `design/gdd/sound-bible.md` if it exists - Read existing audio asset lists in `assets/audio/` - Read any existing sound design docs for this area ## How to Delegate Use the Task tool to spawn each team member as a subagent: - `subagent_type: audio-director` — Sonic identity, emotional tone, audio palette - `subagent_type: sound-designer` — SFX specifications, audio events, mixing groups - `subagent_type: technical-artist` — Audio middleware, bus structure, memory budgets - `subagent_type: [primary engine specialist]` — Validate audio integration patterns for the engine - `subagent_type: gameplay-programmer` — Audio manager, gameplay triggers, adaptive music Always provide full context in each agent's prompt (feature description, existing audio assets, design doc references). 3. **Orchestrate the audio team** in sequence: ### Step 1: Audio Direction (audio-director) Spawn the `audio-director` agent to: - Define the sonic identity for this feature/area - Specify the emotional tone and audio palette - Set music direction (adaptive layers, stems, transitions) - Define audio priorities and mix targets - Establish any adaptive audio rules (combat intensity, exploration, tension) ### Step 2: Sound Design and Audio Accessibility (parallel) Spawn the `sound-designer` agent to: - Create detailed SFX specifications for every audio event - Define sound categories (ambient, UI, gameplay, music, dialogue) - Specify per-sound parameters (volume range, pitch variation, attenuation) - Plan audio event list with trigger conditions - Define mixing groups and ducking rules Spawn the `accessibility-specialist` agent in parallel to: - Identify which audio events carry critical gameplay information (damage received, enemy nearby, objective complete) and require visual alternatives for hearing-impaired players - Specify subtitle requirements: which audio events need captions, what text format, on-screen duration - Check that no gameplay state is communicated by audio alone (all must have a visual fallback) - Review the audio event list for any that could cause issues for players with auditory sensitivities (high-frequency alerts, sudden loud events) - Output: audio accessibility requirements list integrated into the audio event spec ### Step 3: Technical Implementation (parallel) Spawn the `technical-artist` agent to: - Design the audio middleware integration (Wwise/FMOD/native) - Define audio bus structure and routing - Specify memory budgets for audio assets per platform - Plan streaming vs preloaded asset strategy - Design any audio-reactive visual effects Spawn the **primary engine specialist** in parallel (from `.claude/docs/technical-preferences.md` Engine Specialists) to validate the integration approach: - Is the proposed audio middleware integration idiomatic for the engine? (e.g., Godot's built-in AudioStreamPlayer vs FMOD, Unity's Audio Mixer vs Wwise, Unreal's MetaSounds vs FMOD) - Any engine-specific audio node/component patterns that should be used? - Known audio system changes in the pinned engine version that affect the integration plan? - Output: engine audio integration notes to merge with the technical-artist's plan If no engine is configured, skip the specialist spawn. ### Step 4: Code Integration (gameplay-programmer) Spawn the `gameplay-programmer` agent to: - Implement audio manager system or review existing - Wire up audio events to gameplay triggers - Implement adaptive music system (if specified) - Set up audio occlusion/reverb zones - Write unit tests for audio event triggers 4. **Compile the audio design document** combining all team outputs. 5. **Save to** `design/gdd/audio-[feature].md`. 6. **Output a summary** with: audio event count, estimated asset count, implementation tasks, and any open questions between team members.