adaptive-audio
Installation
SKILL.md
Adaptive Audio
Build the audio layer of a game — adaptive music, mix, voices, spatial, the DSP/synthesis underneath, and the sound-design craft around it — native-first: UE5 (MetaSounds/Quartz) and Unity (Audio Mixer + the DSP-clock pattern) as primary targets, Wwise/FMOD as the deliberate upgrade. References: BotW/TotK (the CEDEC 2017 environmental-BGM philosophy), Genshin Impact (Wwise, confirmed by the Wwise Tour and datamine), and the craft canon (DOOM, God of War, TLOU, Hellblade, Returnal, RDR2).
The architecture rule
Music is a state machine with quantized transitions; the mix is an arbitrated stack; every voice has a category, a cap, and a priority.