build-audio-assets

Build staged game sound effects and ambience through the independent AUDIO pipeline with explicit providers, native provenance, full listening and loop review, and separate runtime promotion.

SKILL.md

GitHub

Build Audio Assets

When to use

Use for game/effect sounds and ambience. Route instrumental or supplied-lyric tracks to MUSIC and spoken speech/cloning to VOICE. AUDIO loads alongside them and the selected visual workflow without replacing STYLE.md.

Workflow

  1. Resolve this skill and resolve-media-pipeline.sh --modality sfx or ambience. Read the optional AUDIO.md, shared MEDIA.md and .media/pipelines/audio/PIPELINE.md. Configure only the requested missing domain contract; absent unrelated domains stay optional. Native/provider readiness is separate from configuration.
  2. Define an hephaera-audio-brief/v1 using the audio schema/examples: purpose/event/environment, SFX/ambience, explicit provider, bounded duration/variants, spatialization and loop intent, exact rights/installation/settings and finite budgets. Reject unsupported controls or long local ambience before attempts; never tile, clip duration, normalize, downmix or change providers implicitly.
  3. Use audio-pipeline.sh brief, init/revise and read-only status/doctor. Keep immutable task/domain/asset/version state and original names. Setup planning is dry-run; tool/model installation, license acceptance and generation are distinct authorizations. Ordinary discovery loads no model.
  4. LOCAL generation delegates the exact native SFX request through verified Bubo, preserving its shared approval-state root, candidate/revision claims, supported bounded controls and current installation/license checks. Bubo owns synthesis, decoding, models and GPU/process ownership. CLOUD uses actual provenance import; unavailable unattended execution does not select LOCAL.
  5. validate rechecks exact native request/result/context/output ancestry and measured duration/rate/channels/bytes/peak/RMS/clipping/silence. Preserve original amplitude and disclose failed thresholds and unavailable LUFS/loop/memory counters. Missing compatible imported analysis remains ineligible; a requested setting is not a measurement.
  6. Record actual complete-output human review for intended effect/texture, artifacts, unwanted speech/music and head/tail. Accepted intended loops require actual seam review. Bind the current full output set, brief, human source, reviewer, verdict and reasons. Historical or synthetic evidence is never a new listening verdict.
  7. Hand off through the selected compatible engine owner with actual playback, load/dispose, spatialization/loop and codec/rate/channel/duration/size evidence. Record separate current-task distribution-rights assertions and nested source hashes. Generation-only AUDIO requires no invented visual style or engine.
  8. Promote only after current technical/content/runtime evidence and explicit exact-output/target authorization. The shared executor owns no-overwrite copying and retained recovery evidence. Missing target evidence keeps outputs staged; source merges grant no asset promotion.

Output

  • An immutable brief/version with explicit rights, provider and native identities.
  • Staged candidates, current technical observations and actual complete listening/loop reviews.
  • Separately reviewed target handoff and explicitly authorized promotion receipt, when requested.

Guardrails

  • Do not turn original QA consent, license metadata or an accepted historical sample into fresh generation/distribution permission.
  • Keep all started attempts and original outputs; changing task/workspace/provider never replenishes native allowances.
  • Do not fabricate human acceptance, analysis, CUDA readiness or driver-memory observations. Metadata hashes establish identity, not the truth of rights or acoustic judgment.
  • Stop the selected execution path when unavailable; no silent provider, device, precision, backend or workflow fallback.