Guide · Agent skill
How to use the Build Game Audio Feedback agent skill
Updated · written with AI from the project's own documentation and checked against our catalogue data
The build-game-audio-feedback skill teaches an AI agent how to design and implement sound feedback for browser-based games, especially those built with Three.js. After reading this guide you will know what the skill changes about the agent's work, how to install it, how to ask for it in plain language, and what to check before you rely on its output. The skill is aimed at people who may never have used agent skills before.
Quick start
- 1Download the ZIP. Download the build-game-audio-feedback ZIP from this page.
- 2Unzip into a skills folder. Unzip it into ~/.claude/skills/ for personal use, or into your project's .claude/skills/ folder for one project.
- 3Or upload in the Claude apps. In the Claude apps, go to Settings → Capabilities → Skills and upload the skill there instead.
- 4Describe your audio task. Ask in plain language, naming your web or Three.js game and the audio problem.
- 5Review the cue map and priorities. Check that each game event has a distinct cue and that critical cues have higher priority.
- 6Run the verification checklist. Test first interaction, rapid actions, pause, tab return, mobile, muted state, and reduced motion, then check memory and console health.
What the skill makes the agent do
Agent skills are instruction packages that an AI agent loads when a task matches them. This one covers audio for web games. Its core idea is to use sound to confirm player intent and combat state, not to add constant noise.
The skill tells the agent to assign distinct cues to events such as input accepted, windup, contact, block, miss, damage, interrupt, pickup, warning, death, and objective completion. It also tells the agent to define priorities so critical feedback stays audible in crowded moments.
- Map game events to distinct sound cues
- Set priorities so important cues are not drowned out
- Unlock audio from a user gesture and respect mute and volume settings
- Release completed audio nodes and cap simultaneous voices
- Provide subtitles or visual equivalents for meaningful cues
- Change music by game state using controlled transitions instead of restarts
- Test first interaction, rapid actions, pause, tab return, mobile, muted state, and reduced motion
Install the skill from the ZIP download
Download the ZIP for this skill from this page and unzip it. The skill folder contains two files: agents/openai.yaml and SKILL.md.
For a personal install, unzip it into ~/.claude/skills/. To limit it to one project, unzip it into that project's .claude/skills/ folder instead.
If you use the Claude apps, you can instead upload the skill under Settings → Capabilities → Skills.
Trigger the skill with natural requests
You do not need a special command. Describe the audio task in plain language and mention a web or Three.js game. The skill's description covers action sounds, combat layers, music states, spatial audio, mix priorities, mute controls, accessibility, mobile audio unlock, and audio performance, so requests that touch these topics are the ones it fits best.
Good requests name the game context and the problem. Be specific about what the player is doing and what sounds feel wrong.
- Design sound cues for attack, block, and damage in my Three.js action game
- Audio stops working on mobile until the player taps. Help me fix the unlock flow
- Add a music transition from exploration to combat without restarting the track
- Review my game's audio for voice limits and mix priority during crowded fights
- Make my game's audio accessible with subtitles and a mute control
Examples of what the agent produces
When the skill is active, expect the agent to work through the design and the browser rules together. For a combat prototype, it will typically propose a distinct cue for each event, rank them so a damage or warning sound is never lost under routine hits, and add a subtitle or visual flash for important cues.
For implementation, the agent will look at when audio is unlocked, whether volume and mute settings are respected, whether finished audio nodes are released, and whether simultaneous sounds are capped. For a final pass, it can give you a checklist covering first interaction, pause, tab return, mobile, and muted play.
What you need before you start
The skill's listed requirements are nothing beyond the skill itself. It is written for web game audio, so you need a browser-based game to apply it to. It is most directly useful for Three.js projects; other web game stacks may need the agent to adapt the ideas.
The skill does not compose or produce music or sound files. Bring your own audio assets or create them with other tools.
Safety notes: scripts and network access
This skill does not run scripts and does not use the network, according to its listing. Its files are a YAML agent configuration and a SKILL.md instruction file. Review the files before installing anything, as you would with any instructions an agent will follow, and check the changes the agent makes to your project.
Tips for better results
Give the agent your game's real event list and your current audio code. The skill works from events and rules, so concrete names for attacks, hits, and pickups produce more useful cue maps than vague descriptions.
Ask for the verification pass explicitly. The skill's test list is one of its most practical parts, especially for mobile unlock and muted play, which are easy to miss during development.
What people use it for
- Designing distinct combat sounds for attack, block, miss, and damage in a Three.js action game
- Fixing audio that stays silent on mobile until the player taps
- Switching music between exploration and combat states without restarts
- Limiting simultaneous sounds and setting priorities in crowded encounters
- Adding subtitles or visual cues and a mute control for accessibility
Frequently asked questions
Is the build-game-audio-feedback skill free?
The skill is published under the MIT licence, as listed on this page. Check the licence file in the repository for the full terms before reuse.
How do I install the build-game-audio-feedback skill?
Download the ZIP from this page and unzip it into ~/.claude/skills/ for personal use or a project's .claude/skills/ folder for one project. In the Claude apps, you can upload it under Settings → Capabilities → Skills.
What does the skill need to run?
The listing says it requires nothing beyond itself. It runs no scripts and uses no network. You do need a browser-based game to apply it to.
Does this skill work with Unity, Unreal, or Godot?
It is written for web game audio, so it is not tailored to native engines like Unity, Unreal, or Godot. The agent may adapt some ideas, but expect to do more of the translation yourself.
Can the skill create music or sound effect files?
No. It covers implementation and design rules rather than audio creation. Use your own assets or other tools to make the sound files.
Why does audio not play on mobile until I tap the screen?
Browsers commonly block audio until a user gesture occurs. The skill directs the agent to unlock audio from a user gesture, and to test first interaction on mobile.
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Our verdict
Use this skill if you are building a Three.js or other browser-based game and want clear combat and interaction audio, a checklist for autoplay and mobile unlock issues, or accessible audio with subtitles and mute controls. Pick a different tool if you use a native engine such as Unity, Unreal, or Godot, or if you need someone to compose or produce the music and sound files themselves.
Download the skill