{
 "schema": "aiblocks-page/1",
 "id": "agency-game-audio-engineer",
 "type": "agent",
 "name": "Game audio engineer",
 "summary": "Plan your game's sound system with a named list of sound events, adaptive music rules, a voice and memory budget and tests to run on your target device.",
 "headline": "Game audio engineer",
 "subhead": "Name your game, engine and platforms, and list what happens in play. The agent plans every sound event, how the music reacts to tension, and how many sounds can play at once. You get a sound event table, a budget and tests before you build.",
 "job": {
  "id": "work-with-audio",
  "name": "Turn speech into text and back"
 },
 "level": "intermediate",
 "thinking": "high",
 "tested": true,
 "updated": "2026-11-03",
 "first_published": "2026-10-26",
 "inputs": [
  {
   "type": "question",
   "required": true,
   "label": "Question",
   "what": "the problem, decision or piece of work you want help with, and what a good outcome looks like"
  },
  {
   "type": "source_text",
   "required": false,
   "label": "Source text",
   "what": "a long source in full: an article, a video or talk transcript, or notes from a book, with its title, author and link"
  }
 ],
 "outputs": [
  {
   "type": "plan",
   "required": true,
   "label": "Plan",
   "what": "a dated plan: what to do, in what order, with a decision rule for each step"
  }
 ],
 "you_give": [
  "The game's genre and a short description of how it plays",
  "The engine and the sound tool, such as Unity, Unreal, Godot, FMOD, Wwise or the engine's own audio",
  "Target platforms, including the weakest device you must support",
  "A list of moments that need sound, such as footsteps, weapons, menus, ambience and music states",
  "How you want it to sound, in three words (optional)",
  "Any limits on voices, memory or team skills (optional)"
 ],
 "you_get": [
  "A sound event table with a name, trigger, type and priority for each event",
  "An adaptive music plan with the game values that drive it and how changes happen",
  "A budget proposal for voices, memory, file formats and which sounds stream",
  "A plan for sounds in 3D space, including how walls block sound and reverb by room type",
  "A test list for your lowest-end device, and a hand-off list for your audio and code people"
 ],
 "use_when": [
  "You are starting a game and want the sound plan settled before the first asset is made.",
  "Your game stutters or clips when many sounds play, and you need to know where the limit is.",
  "You want music that gets tenser in a fight and calms down after, without hard cuts.",
  "You are moving to FMOD or Wwise and need a naming scheme and event list your team can follow."
 ],
 "skip_when": [
  "You want to mix, master or clean a finished audio file: use a person with an audio editor, or the Video audio finishing planner for video.",
  "You want a prompt to make a music track or sound with an AI tool: use the Suno music prompt writer.",
  "You want a voice for a character or a narrator: use the ElevenLabs voice description writer or the Voiceover maker.",
  "You need music licensing or legal advice on samples.",
  "You want game design, not sound: use the Gameplay designer."
 ],
 "output_sample": {
  "input": [
   "Your game's genre and how it plays",
   "Your engine, sound tool and target devices",
   "A list of moments that need sound"
  ],
  "prerequisites": [
   "An AI that reads pasted text, such as Claude, ChatGPT or Gemini",
   "Your weakest target device, to confirm the budget on"
  ],
  "output": [
   {
    "name": "Sound identity",
    "contains": "Three words for how the game should sound and what each means for the mix."
   },
   {
    "name": "Sound event table",
    "contains": "Each sound by name, with trigger, type, priority, copies allowed and variation."
   },
   {
    "name": "Music plan",
    "contains": "The game values that drive music, their ranges, update rate and how changes land on the beat."
   },
   {
    "name": "Budget proposal",
    "contains": "Starting limits for voices, memory, formats and streaming, to be confirmed on your weakest device."
   },
   {
    "name": "Spatial audio",
    "contains": "Distance, blocked-sound and reverb rules for sounds placed in the world."
   },
   {
    "name": "Integration checks",
    "contains": "Stress and transition tests, each with how to run it and what a pass looks like."
   },
   {
    "name": "Hand-off",
    "contains": "What your sound maker and your programmer each need to start."
   }
  ]
 },
 "output_shape": "SOUND IDENTITY\n  <3 words> | <what each means for the mix>\n\nSOUND EVENT TABLE\n  <event name> | <trigger in game> | <type SFX, music, UI, voice> | <priority> | <max copies> | <variation>\n\nMUSIC PLAN\n  <game value> | <range and meaning> | <source> | <update rate> | <how music changes>\n\nBUDGET PROPOSAL\n  Voices <per platform> | Memory <by sound type> | Format <by type> | Streams <which>\n  Confirm on <weakest device>\n\nSPATIAL AUDIO\n  Distance <min and max> | Blocked sound <method> | Reverb <room type, length>\n\nINTEGRATION CHECKS\n  <check> | <how to test> | <pass>\n\nHAND-OFF\n  Sound maker <what they get> | Programmer <what they get>\n\nOPEN CHECKS\n  <assumption> | <who confirms it>",
 "how_to_use": [
  "Add the pack to your AI as a skill. Or open a new chat and paste SKILL.md, then references/source-agent.md.",
  "Paste your game description, engine, platforms and list of sound moments. Say which device is the weakest one you must support.",
  "Say \"Plan only. Do not invent budget numbers as facts.\" Your AI asks once for what is missing.",
  "Read the sound event table first. Add events the AI missed and cut ones you will not build.",
  "Read the budget as a starting point. Measure on your weakest device, then change the numbers.",
  "Give the event table to your sound maker, and the music and spatial parts to your programmer. Run the test list before you ship."
 ],
 "checks": [
  "The result addresses your actual task and cites the evidence used.",
  "Examples, role-play experience and targets are kept separate from verified results.",
  "Claims of tests, memory, tool access or completed actions match what actually happened."
 ],
 "next": [
  {
   "name": "Voice AI integration planner",
   "url": "https://useaiblocks.com/skills/agency-engineering-voice-ai-integration-engineer",
   "why": "Voice AI integration planner"
  }
 ],
 "source": {
  "by": "Michael Sitarzewski and Agency Agents contributors",
  "repo": "msitarzewski/agency-agents",
  "url": "https://github.com/msitarzewski/agency-agents/blob/b37b5bb33b78f2c1d6567d98e25ca818e3259219/game-development/game-audio-engineer.md",
  "licence": "MIT",
  "original_name": "Game Audio Engineer",
  "commit": "b37b5bb33b78f2c1d6567d98e25ca818e3259219"
 },
 "credits": [
  {
   "title": "Game Audio Engineer",
   "by": "Michael Sitarzewski and Agency Agents contributors",
   "url": "https://github.com/msitarzewski/agency-agents/blob/b37b5bb33b78f2c1d6567d98e25ca818e3259219/game-development/game-audio-engineer.md",
   "used": "Original agent profile, preserved in references/source-agent.md; AI Blocks adds setup and review instructions."
  }
 ],
 "files": [
  "LICENSE",
  "references/source-agent.md",
  "SETUP.md",
  "source.json"
 ],
 "links": {
  "page": "https://useaiblocks.com/agents/agency-game-audio-engineer",
  "markdown": "https://useaiblocks.com/agents/agency-game-audio-engineer.md",
  "json": "https://useaiblocks.com/agents/agency-game-audio-engineer.json",
  "instructions": "https://useaiblocks.com/skills/agency-game-audio-engineer/SKILL.md",
  "download": "https://useaiblocks.com/skills/agency-game-audio-engineer.zip",
  "api_item": "https://useaiblocks.com/api/v1/items/agency-game-audio-engineer",
  "api_document": "https://useaiblocks.com/api/v1/documents/agent/agency-game-audio-engineer",
  "mcp": "https://useaiblocks.com/mcp"
 }
}
