team-audio
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ChineseIf no argument is provided, output usage guidance and exit without spawning any agents:
Usage:— specify the feature or area to design audio for (e.g.,/team-audio [feature or area],combat,main menu,forest biome). Do not useboss encounterhere; output the guidance directly.AskUserQuestion
When this skill is invoked with an argument, orchestrate the audio team through a structured pipeline.
Decision Points: At each step transition, use 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.
AskUserQuestion如果未提供参数,输出使用指南并退出,不启动任何Agent:
使用方法:— 指定要设计音频的功能或区域(例如:/team-audio [功能或区域]、combat、main menu、forest biome)。此处请勿使用boss encounter;直接输出指南。AskUserQuestion
当传入参数调用该Skill时,将通过结构化管线编排音频团队。
决策节点: 在每个步骤过渡时,使用将子Agent的提案作为可选选项呈现给用户。在对话中写入Agent的完整分析,然后用简洁的标签记录决策。必须获得用户批准后才能进入下一步。
AskUserQuestionPhase 0: Resolve Review Mode
阶段0:确定审核模式
- If was passed as an argument, use that mode.
--review [mode] - Else read — use whatever is written there.
production/review-mode.txt - Else default to .
lean
Modes:
- — spawn all director and lead gates as described
full - — skip director gates unless they are PHASE-GATE type (CD-PHASE-GATE, TD-PHASE-GATE, PR-PHASE-GATE, AD-PHASE-GATE)
lean - — skip all director gate spawning entirely; run the skill without any agent gates
solo
Store the resolved mode for use in all subsequent phases.
-
Read the argument for the target feature or area (e.g.,,
combat,main menu,forest biome).boss encounter -
Gather context:
- Read relevant design docs in for the feature
design/gdd/ - Read the sound bible at if it exists
design/gdd/sound-bible.md - Read existing audio asset lists in
assets/audio/ - Read any existing sound design docs for this area
- Read relevant design docs in
- 如果传入了参数,则使用该模式。
--review [mode] - 否则读取文件 — 使用文件中指定的模式。
production/review-mode.txt - 否则默认使用模式。
lean
模式说明:
- — 按描述生成所有总监和阶段关卡负责人(CD-PHASE-GATE、TD-PHASE-GATE、PR-PHASE-GATE、AD-PHASE-GATE等类型)
full - — 跳过总监关卡,除非它们是PHASE-GATE类型(CD-PHASE-GATE、TD-PHASE-GATE、PR-PHASE-GATE、AD-PHASE-GATE)
lean - — 完全跳过所有总监关卡的生成;在没有任何Agent关卡的情况下运行该Skill
solo
保存确定后的模式,供后续所有阶段使用。
-
读取参数 获取目标功能或区域(例如:、
combat、main menu、forest biome)。boss encounter -
收集上下文信息:
- 读取目录下与该功能相关的设计文档
design/gdd/ - 如果存在音效手册,则读取该文件
design/gdd/sound-bible.md - 读取目录下现有的音频资源列表
assets/audio/ - 读取该区域已有的所有音效设计文档
- 读取
How to Delegate
委派方式
Use the Task tool to spawn each team member as a subagent:
- — Sonic identity, emotional tone, audio palette
subagent_type: audio-director - — SFX specifications, audio events, mixing groups
subagent_type: sound-designer - — Audio middleware, bus structure, memory budgets
subagent_type: technical-artist - — Validate audio integration patterns for the engine
subagent_type: [primary engine specialist] - — Audio manager, gameplay triggers, adaptive music
subagent_type: gameplay-programmer
Always provide full context in each agent's prompt (feature description, existing audio assets, design doc references).
- Orchestrate the audio team in sequence:
使用Task工具将每个团队成员生成为子Agent:
- — 声音风格定位、情感基调、音频素材库
subagent_type: audio-director - — 音效规格、音频事件、混音组
subagent_type: sound-designer - — 音频中间件、总线结构、内存预算
subagent_type: technical-artist - — 验证引擎的音频集成模式
subagent_type: [primary engine specialist] - — 音频管理器、游戏玩法触发器、自适应音乐
subagent_type: gameplay-programmer
在每个Agent的提示中始终提供完整上下文(功能描述、现有音频资源、设计文档引用)。
- 按顺序编排音频团队:
Step 1: Audio Direction (audio-director)
步骤1:音频指导(audio-director)
Spawn the agent to:
audio-director- 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)
生成Agent以完成以下工作:
audio-director- 定义该功能/区域的声音风格定位
- 指定情感基调和音频素材库
- 设定音乐方向(自适应分层、分轨、过渡效果)
- 定义音频优先级和混音目标
- 制定自适应音频规则(战斗强度、探索、紧张感等场景)
Step 2: Sound Design and Audio Accessibility (parallel)
步骤2:音效设计与音频无障碍(并行执行)
Spawn the agent to:
sound-designer- 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 agent in parallel to:
accessibility-specialist- 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
生成Agent以完成以下工作:
sound-designer- 为每个音频事件创建详细的音效规格
- 定义声音类别(环境音、UI音、游戏玩法音、音乐、对话)
- 指定每个声音的参数(音量范围、音调变化、衰减效果)
- 规划带有触发条件的音频事件列表
- 定义混音组和闪避规则
并行生成Agent以完成以下工作:
accessibility-specialist- 识别哪些音频事件携带关键游戏玩法信息(受到伤害、敌人靠近、目标完成),并为听障玩家提供视觉替代方案
- 指定字幕要求:哪些音频事件需要字幕、文本格式、屏幕显示时长
- 检查是否存在仅通过音频传达的游戏状态(所有状态必须有视觉 fallback)
- 审核音频事件列表,排查可能对听觉敏感玩家造成困扰的内容(高频警报、突然的巨响等)
- 输出:整合到音频事件规格中的音频无障碍要求列表
Step 3: Technical Implementation (parallel)
步骤3:技术实现(并行执行)
Spawn the agent to:
technical-artist- 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 Engine Specialists) to validate the integration approach:
.claude/docs/technical-preferences.md- 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.
生成Agent以完成以下工作:
technical-artist- 设计音频中间件集成方案(Wwise/FMOD/原生)
- 定义音频总线结构和路由
- 指定各平台音频资源的内存预算
- 规划流式加载 vs 预加载资源策略
- 设计音频联动视觉效果
并行生成主引擎专家(来自中的引擎专家列表)以验证集成方案:
.claude/docs/technical-preferences.md- 提议的音频中间件集成是否符合引擎的惯用方式?(例如:Godot内置AudioStreamPlayer vs FMOD,Unity Audio Mixer vs Wwise,Unreal MetaSounds vs FMOD)
- 是否有应使用的引擎特定音频节点/组件模式?
- 固定引擎版本中已知的音频系统变更是否会影响集成方案?
- 输出:引擎音频集成说明,用于合并到技术美术的方案中
如果未配置引擎,则跳过生成该专家Agent。
Step 4: Code Integration (gameplay-programmer)
步骤4:代码集成(gameplay-programmer)
Spawn the agent to:
gameplay-programmer- 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
-
Compile the audio design document combining all team outputs.
-
Save to.
design/audio/audio-[feature].mdNote: Ifdoes not exist, the sub-agent writing the document should create it (the directory will be created automatically when the file is written).design/audio/ -
Output a summary with: audio event count, estimated asset count, implementation tasks, and any open questions between team members.
Verdict: COMPLETE — audio design document produced and team pipeline finished.
If the pipeline stops because a dependency is unresolved (e.g., critical accessibility gap or missing GDD not resolved by the user):
Verdict: BLOCKED — [reason]
生成Agent以完成以下工作:
gameplay-programmer- 实现音频管理器系统或审核现有系统
- 将音频事件与游戏玩法触发器关联
- 实现自适应音乐系统(如有指定)
- 设置音频遮挡/混响区域
- 为音频事件触发器编写单元测试
-
编译音频设计文档,整合所有团队成员的输出内容。
-
保存至。
design/audio/audio-[feature].md注意:如果目录不存在,编写文档的子Agent应创建该目录(写入文件时会自动创建目录)。design/audio/ -
输出摘要,包含:音频事件数量、预估资源数量、实现任务以及团队成员之间的未解决问题。
结论:完成 — 已生成音频设计文档,团队管线流程结束。
如果管线因依赖未解决而停止(例如:关键无障碍需求缺口或用户未解决的GDD缺失):
结论:阻塞 — [原因]
File Write Protocol
文件写入协议
All file writes (audio design docs, SFX specs, implementation files) are delegated
to sub-agents spawned via Task. Each sub-agent enforces the "May I write to [path]?"
protocol. This orchestrator does not write files directly.
所有文件写入操作(音频设计文档、音效规格、实现文件)均委托给通过Task生成的子Agent执行。每个子Agent都需遵循“是否允许写入[路径]?”的协议。该编排器不直接写入文件。
Next Steps
后续步骤
- Review the audio design doc with the audio-director before implementation begins.
- Use to implement the audio manager and event system once the design is approved.
/dev-story - Run after audio assets are created to verify naming and format compliance.
/asset-audit
- 在开始实现前,与audio-director一起审核音频设计文档。
- 设计获批后,使用实现音频管理器和事件系统。
/dev-story - 创建音频资源后,运行验证命名和格式是否合规。
/asset-audit
Error Recovery Protocol
错误恢复协议
If any spawned agent (via Task) returns BLOCKED, errors, or cannot complete:
- Surface immediately: Report "[AgentName]: BLOCKED — [reason]" to the user before continuing to dependent phases
- Assess dependencies: Check whether the blocked agent's output is required by subsequent phases. If yes, do not proceed past that dependency point without user input.
- Offer options via AskUserQuestion with choices:
- Skip this agent and note the gap in the final report
- Retry with narrower scope
- Stop here and resolve the blocker first
- Always produce a partial report — output whatever was completed. Never discard work because one agent blocked.
Common blockers:
- Input file missing (story not found, GDD absent) → redirect to the skill that creates it
- ADR status is Proposed → do not implement; run first
/architecture-decision - Scope too large → split into two stories via
/create-stories - Conflicting instructions between ADR and story → surface the conflict, do not guess
如果任何通过Task生成的Agent返回阻塞、错误或无法完成任务:
- 立即反馈:在进入依赖阶段前,向用户报告“[Agent名称]:阻塞 — [原因]”
- 评估依赖关系:检查阻塞Agent的输出是否为后续阶段所需。如果是,则在未获得用户输入前,不得越过该依赖节点继续执行。
- 通过AskUserQuestion提供选项,包含以下选择:
- 跳过该Agent,并在最终报告中记录缺口
- 缩小范围后重试
- 在此处停止,先解决阻塞问题
- 始终生成部分报告 — 输出所有已完成的内容。切勿因单个Agent阻塞而丢弃已完成的工作。
常见阻塞原因:
- 输入文件缺失(未找到故事、GDD不存在)→ 重定向至创建该文件的Skill
- ADR状态为提议中 → 请勿实现;先运行
/architecture-decision - 范围过大 → 通过拆分为两个故事
/create-stories - ADR与故事之间存在指令冲突 → 反馈冲突,切勿猜测