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game-audio

game-audio

github.com/hungifyCreative & media016 installsUpdated 1w ago
Repository

About game-audio

A reference skill for implementing game audio in browser games with the built-in Web Audio API. It is aimed at game developers and covers synthesized looping music, one-shot effects, and integration patterns.

Key features

  1. 01Web Audio API sequencer for looping music
  2. 02Procedural one-shot sound effects
  3. 03EventBus-to-audio integration guidance
  4. 04Mute controls and state persistence
  5. 05Optional Strudel music patterns

Use cases

  1. 01Adding synthesized background music to a browser game
  2. 02Creating effects such as jumps, hits, and clicks
  3. 03Connecting audio playback to game events
  4. 04Implementing a mute button with saved state

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/hungify/playables-skills --skill game-audio

After installing, type/game-audioin Claude Code to confirm it loaded.

Bundled files

References and scripts installed along with SKILL.md.

bgm-patterns.md
mixing-guide.md
mute-button.md
sequencer-pattern.md
sfx-engine.md
strudel-reference.md

Details

From the project README

Game Audio Engineer (Web Audio API)

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.

Performance Notes

  • Take your time with each step. Quality is more important than speed.
  • Do not skip validation steps — they catch issues early.
  • Read the full context of each file before making changes.
  • Test every sound in the browser. Web Audio timing is different from what you expect.

Reference Files

For detailed reference, see companion files in this directory:

  • sequencer-pattern.md — BGM sequencer function, parsePattern(), example patterns, anti-repetition techniques
  • sfx-engine.md — playTone(), playNotes(), playNoise(), all SFX presets
  • mute-button.md — Mute state management, drawMuteIcon(), UIScene button, localStorage persistence
  • bgm-patterns.md — Strudel BGM pattern examples
  • strudel-reference.md — Strudel.cc API reference
  • mixing-guide.md — Volume levels table and style guidelines per genre

Tech Stack

PurposeEnginePackage
Background musicWeb Audio API sequencerBuilt into browsers
Sound effectsWeb Audio API one-shotBuilt into browsers
SynthsOscillatorNode (square, triangle, sawtooth, sine)—
EffectsGainNode, BiquadFilterNode, ConvolverNode, DelayNode—

No external audio files or npm packages needed — all sounds are procedural.

File Structure

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)

AudioManager (BGM Sequencer + AudioContext)

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();

BGM Sequencer Pattern

See sequencer-pattern.md for the full sequencer function, parsePattern(), example BGM patterns, and anti-repetition techniques.

SFX Engine (Web Audio API -- one-shot)

See sfx-engine.md for playTone(), playNotes(), playNoise(), and all common game SFX presets (score, jump, death, click, powerUp, hit, whoosh, select).

AudioBridge (wiring EventBus -> audio)

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());
}

Mute State Management

See mute-button.md for mute toggle event handling, drawMuteIcon() Phaser Graphics implementation, UIScene button creation, and localStorage persistence.

Integration Checklist

  1. Create src/audio/AudioManager.js — AudioContext + sequencer + master gain
  2. Create src/audio/music.js — BGM patterns as note arrays + sequencer calls
  3. Create src/audio/sfx.js — SFX using Web Audio API (oscillator + gain + filter)
  4. Create src/audio/AudioBridge.js — wire EventBus events to audio
  5. Wire initAudioBridge() in main.js
  6. Emit AUDIO_INIT on first user click (browser autoplay policy)
  7. Emit MUSIC_GAMEPLAY, MUSIC_GAMEOVER, MUSIC_STOP at scene transitions
  8. Add mute toggle — AUDIO_TOGGLE_MUTE event, UI button, M key shortcut
  9. Test: BGM loops seamlessly, SFX fire once and stop, mute silences everything

Important Notes

  • Zero dependencies: Everything uses the built-in Web Audio API. No npm packages needed for audio.
  • Browser autoplay: AudioContext MUST be created/resumed from a user click/tap. The AUDIO_INIT event handles this.
  • Master gain for mute: Route everything through a single GainNode. Setting gain.value = 0 mutes all audio instantly.
  • Sequencer timing: The look-ahead scheduler (schedules 100ms ahead, checks every 25ms) gives sample-accurate timing with no drift. This is the standard Web Audio scheduling pattern.
  • No external audio files needed: Everything is synthesized with oscillators.
  • SFX are instant: Web Audio API fires immediately with zero scheduler latency.

Optional: Strudel.cc Upgrade

For richer procedural BGM with pattern language support, you can optionally install @strudel/web:

npm install @strudel/web

Note: Strudel is AGPL-3.0 — projects using it must be open source. See strudel-reference.md and bgm-patterns.md in this directory for Strudel-specific patterns.

The Strudel upgrade replaces the Web Audio sequencer for BGM only. SFX always use Web Audio API directly.

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