audio-feel · git:20260913.ed0ec2c · 2026-09-13 · sha256 78035267fcae4565
audio-feel git:20260913.ed0ec2cA
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--- name: audio-feel description: Use when authoritative gameplay or UI events need audible cues, music-state changes, surface/speed feedback or looping audio whose identity, lifecycle and fallback must remain separate from gameplay timing. --- # Audio feel This skill owns **event-to-audio presentation mapping**. `audio-buses` owns routing/mix; gameplay systems own the logical event and timing. ## Compatible modes `minimal-foley` | `layered-action` | `adaptive-music` Modes select presentation density, not a different gameplay clock. ## Event contract For each important cue publish applicable data: ```text event ID / logical event source cue ID or state transition variant/seed policy when randomised start/stop/retrigger policy loop owner and cancellation/end event spatial/surface context fallback if asset/device/voice is unavailable bus/snapshot request -> audio-buses ``` A logical event timestamp identifies **why/when the cue was requested**. Actual audio playback may have buffering/device latency and must not be used as the authoritative hit, cancel, movement or UI clock. ## Rules 1. Hit/miss/danger/speed/readability channels are project choices. Audio must not be the sole required critical signal when an accessibility/product requirement needs another channel. 2. Music states/stems are project data; do not require a universal explore/fight/win/fail/retry set. 3. Loops stop or transition from explicit state/end events, including cancellation/retry/scene teardown; duplicate callbacks remain idempotent. 4. Surface/velocity/pose data may parameterise cues, but audio does not infer or modify hitboxes, movement speed or animation state. 5. Gain, pitch, duck amounts and cue lengths are authored/validated in context, not universal constants. Routing/ducking stays in `audio-buses`. ## Accept Replay named logical event traces including overlap, cancellation, retry and missing-cue/device fallback. Cue IDs and lifecycle decisions are explainable from event/state data, while disabling or delaying audio does not change gameplay outcomes.