Skill detail
game-audio
Game audio engineering with the Web Audio API for procedural background music and sound effects in browser games, zero dependencies.
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SKILL.md
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---
name: game-audio
description: Game audio engineer using Web Audio API for procedural music and sound effects in browser games. Zero dependencies. Use when adding music or SFX to a game.
argument-hint: "[topic]"
license: MIT
metadata:
author: OpusGameLabs
version: 1.3.0
tags: [game, audio, music, sfx, web-audio-api, bgm]
---
# 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
| Purpose | Engine | Package |
|---------|--------|---------|
| Background music | Web Audio API sequencer | Built into browsers |
| Sound effects | Web Audio API one-shot | Built into browsers |
| Synths | OscillatorNode (square, triangle, sawtooth, sine) | — |
| Effects | GainNode, 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.
```js
// 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)
```js
import { eventBus, Events } from '../core/EventBus.js';
import { audioManager } from './AudioManager.js';
import { gameplayBGM, gameOverTheme } from Read the full source on GitHub (opens external page)