
Game Audio
- 48 installs
- 6 repo stars
- Updated March 13, 2026
- alphaonedev/openclaw-graph
game-audio is a skill that handles real-time audio processing in game engines for sound effects, music, and spatial audio.
About
This skill handles real-time audio processing in game engines, managing sound effects, music playback, and spatial audio. A developer uses it to add dynamic sound effects, mix audio layers, or implement 3D spatial audio for VR/AR games. It integrates with engines like Unity or Unreal and supports WAV, MP3, and OGG formats.
- Real-time audio effects: reverb, echo, pitch shifting
- Vector-based spatial audio for 3D and VR/AR
- Supports WAV, MP3, and OGG formats
Game Audio by the numbers
- 48 all-time installs (skills.sh)
- Ranked #172 of 247 Game Development skills by installs in the Skillselion catalog
- Data as of Jul 28, 2026 (Skillselion catalog sync)
game-audio capabilities & compatibility
Requires GAME_AUDIO_API_KEY and a supported game engine
- Capabilities
- audio playback · spatial audio · audio effects · audio analysis
- Works with
- unity
- Pricing
- Bring your own API key
What game-audio says it does
This skill enables real-time audio processing in game engines, managing sound effects, music playback, and spatial audio for immersive experiences.
Handle spatial audio using vector-based positioning, e.g., calculating sound attenuation based on player coordinates.
Support multiple audio formats (WAV, MP3, OGG) and dynamic volume control.
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| Installs | 48 |
|---|---|
| repo stars | ★ 6 |
| Last updated | March 13, 2026 |
| Repository | alphaonedev/openclaw-graph ↗ |
What it does
Add real-time sound effects, music, and spatial audio to a game via Unity or Unreal integration.
Who is it for?
Real-time sound effects, music, and 3D spatial audio in Unity or Unreal games.
Skip if: Non-game audio editing or standalone music production.
When should I use this skill?
You need dynamic sound effects, mixed audio layers, or spatial audio in a game.
What you get
Real-time in-game audio playback with effects and spatial positioning.
- Real-time audio playback in-game
- Spatial audio positioning
- Applied audio effects
Files
game-audio
Purpose
This skill enables real-time audio processing in game engines, managing sound effects, music playback, and spatial audio for immersive experiences. It integrates with engines like Unity or Unreal to handle audio streams, effects, and positioning, ensuring low-latency performance in games.
When to Use
- Developing games that require dynamic audio, such as responsive sound effects for player actions.
- Implementing spatial audio for VR/AR games to simulate 3D sound environments.
- Optimizing audio for performance in resource-constrained mobile games.
- When you need to mix audio layers, like background music with in-game effects, using engine-specific APIs.
Key Capabilities
- Process real-time audio streams with effects like reverb, echo, and pitch shifting via the
processAudiofunction. - Handle spatial audio using vector-based positioning, e.g., calculating sound attenuation based on player coordinates.
- Support multiple audio formats (WAV, MP3, OGG) and dynamic volume control.
- Integrate with game loops for event-driven audio triggers, such as playing a sound on collision detection.
- Provide audio analysis tools, like frequency spectrum detection for adaptive music.
Usage Patterns
To use this skill, first initialize it in your game engine script, then call methods for audio playback or processing. Always check for audio context availability before operations. For CLI usage, run commands from the project root directory. Pattern: Import the skill, set up authentication with $GAME_AUDIO_API_KEY, and use event handlers for audio events.
Common Commands/API
- CLI Command:
claw audio play --file assets/sound.wav --volume 0.8 --loop true - Flags:
--filespecifies the audio file path;--volumesets level (0.0-1.0);--loopenables looping. - API Endpoint: POST /api/game-audio/play with JSON body:
{"file": "assets/sound.wav", "position": [0, 0, 0]} - Requires header:
Authorization: Bearer $GAME_AUDIO_API_KEY - Code Snippet (Python):
import claw_audio
claw_audio.init(key=os.environ['GAME_AUDIO_API_KEY'])
claw_audio.play_sound('assets/sound.wav', volume=0.5)- Code Snippet (C# for Unity):
using ClawAudio;
void Start() {
AudioManager.Instance.Play("assets/music.mp3", loop: true);
}- Config Format: JSON for audio settings, e.g.,
{"effects": {"reverb": 0.3}, "spatial": true}. Load viaclaw_audio.load_config('config.json').
Integration Notes
Integrate by adding the skill as a dependency in your project (e.g., via npm for Node.js or Unity package manager). Ensure audio hardware is detected using claw_audio.check_device(). For cross-engine compatibility, wrap calls in abstraction layers. If using with other OpenClaw skills, pass audio events via the cluster (e.g., link to "game-dev" skills). Set env var for auth: export GAME_AUDIO_API_KEY=your_key. Test integration in a sandbox environment before production.
Error Handling
Always wrap audio calls in try-catch blocks to handle exceptions like file not found or API failures. Common errors: "Audio device unavailable" – check with claw_audio.is_device_ready() and retry after 2 seconds. For API errors, verify status codes (e.g., 401 for unauthorized) and log with claw_audio.log_error(message). Use custom handlers: e.g., in code:
try:
claw_audio.play_sound('file.wav')
except AudioError as e:
print(f"Error: {e}. Retrying...")
claw_audio.retry_operation()Monitor for latency issues by setting timeouts on commands, e.g., --timeout 5000 in CLI.
Concrete Usage Examples
1. Playing a sound effect on player jump in a Unity game:
- Code:
void OnJump() {
AudioManager.Instance.Play("jump.wav", position: playerTransform.position);
}- Steps: Initialize AudioManager in Start(), ensure $GAME_AUDIO_API_KEY is set, and call OnJump() on input event.
2. Implementing spatial audio for enemy detection in a 3D game:
- Code:
def detect_enemy():
position = [enemy_x, enemy_y, enemy_z]
claw_audio.play_spatial('alert.mp3', position=position, radius=5.0)- Steps: Call detect_enemy() in the game loop, pass player position for attenuation, and adjust radius for sound fade.
Graph Relationships
- Related to: "game-dev" cluster (e.g., skills like game-rendering for synchronized audio-visual effects).
- Connected via tags: "audio" links to skills like speech-recognition; "sound" to audio-editing tools.
- Dependencies: Requires "core-audio" for base functionality; integrates with "game-physics" for spatial calculations.
Related skills
FAQ
Which audio formats are supported?
It supports WAV, MP3, and OGG formats with dynamic volume control.
Does it handle 3D sound?
Yes, it handles spatial audio using vector-based positioning and sound attenuation based on player coordinates.