add-audio

安装量: 57
排名: #13112

安装

npx skills add https://github.com/opusgamelabs/game-creator --skill add-audio

Performance Notes Take your time to do this thoroughly Quality is more important than speed Do not skip validation steps Add Audio Add procedural music and sound effects to an existing game. BGM uses a Web Audio API step sequencer for looping patterns. SFX use the Web Audio API directly for true one-shot playback. No audio files or npm packages needed — everything is synthesized in the browser. Instructions Analyze the game at $ARGUMENTS (or the current directory if no path given). First, load the game-audio skill to get the full Web Audio patterns and integration guide. Step 1: Audit Read src/core/EventBus.js to see what game events exist (flap, score, death, etc.) Read all scene files to understand the game flow (gameplay, game over) Identify what music and SFX would fit the game's genre and mood Step 2: Plan Present a table of planned audio: Event / Scene Audio Type Style Description GameScene BGM Chiptune Upbeat square wave melody + bass + drums GameOverScene BGM Somber Slow descending melody Player action SFX Retro Quick pitch sweep Score SFX Retro Two-tone ding Death SFX Retro Descending crushed notes Explain in plain English: "Background music will automatically loop during each scene. Sound effects will play when you do things like jump, score, or die. The first time you click/tap, the audio system will activate (browsers require a user interaction before playing sound)." Step 3: Implement Create src/audio/AudioManager.js — AudioContext init, master gain node, BGM sequencer play/stop Create src/audio/AudioBridge.js — wires EventBus events to AudioManager for BGM, calls SFX functions directly Create src/audio/music.js with BGM patterns for each scene (Web Audio step sequencer — note arrays that loop continuously) Create src/audio/sfx.js with SFX for each event (Web Audio API — OscillatorNode + GainNode + BiquadFilterNode for true one-shot playback) Add audio events to EventBus.js if not present ( AUDIO_INIT , MUSIC_GAMEPLAY , MUSIC_GAMEOVER , MUSIC_STOP , AUDIO_TOGGLE_MUTE ) Wire initAudioBridge() in main.js Emit AUDIO_INIT on first user interaction (game starts immediately, no menu) Emit music events at scene transitions and SFX events at game actions Add mute toggle — AUDIO_TOGGLE_MUTE event, UI button, M key shortcut Step 4: Verify Run npm run build to confirm no errors List all files created/modified Remind the user: "Click/tap once to activate audio, then you'll hear the music" Example Usage Full audio pass /add-audio examples/flappy-bird Result: Creates src/audio/AudioManager.js , music.js (gameplay + game-over BGM patterns), sfx.js (flap, score, death, button SFX) → wires via AudioBridge → mute toggle on M key. First click activates audio. Troubleshooting No sound plays Cause: AudioContext not resumed after user interaction (browser autoplay policy). Fix: Ensure AudioContext.resume() is called on first user input (click/tap/keydown). Check for AUDIO_INIT event wiring. Audio causes lag spikes Cause: Creating new OscillatorNodes every frame. Fix: SFX should be one-shot (create, connect, start, stop). BGM uses a single looping sequencer. Never create nodes in update(). Next Step Tell the user: Your game now has music and sound effects! Next, run /game-creator:qa-game to add automated tests that verify your game boots correctly, scenes transition properly, scoring works, and visuals haven't broken. Pipeline progress: /make-game → /design-game → /add-audio → /qa-game → /review-game

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