claude-code-arcane 2.1.0 → 2.3.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +29 -0
- package/README.md +57 -55
- package/agents/audio/audio-director.md +90 -0
- package/agents/audio/audio-programmer.md +97 -0
- package/agents/audio/audio-qa.md +95 -0
- package/agents/audio/composer.md +88 -0
- package/agents/audio/technical-sound-designer.md +90 -0
- package/agents/audio/voice-director.md +96 -0
- package/agents/career/career-strategist.md +88 -0
- package/agents/career/cv-reviewer.md +81 -0
- package/agents/career/hiring-manager.md +68 -0
- package/agents/career/mock-interviewer.md +76 -0
- package/agents/freelance/client-screener.md +84 -0
- package/agents/freelance/discovery-call.md +65 -0
- package/agents/freelance/pipeline-strategist.md +99 -0
- package/agents/freelance/proposal-reviewer.md +82 -0
- package/dist/cli.js +52 -13
- package/docs/RELEASE-SETUP.md +1 -1
- package/docs/SKILLS-CATALOG.md +47 -3
- package/docs/USER-GUIDE.md +77 -72
- package/docs/agent-hierarchy.md +21 -1
- package/docs/presentations/build_arcane_deck.py +2 -2
- package/docs/presentations/build_arcane_deck_12.py +2 -2
- package/package.json +2 -2
- package/profiles/audio.yaml +45 -0
- package/profiles/freelance.yaml +43 -0
- package/profiles/job-hunt.yaml +5 -2
- package/rules/drafter-reviewer.md +16 -3
- package/rules/freelance-guardrails.md +53 -0
- package/rules/gamedev/audio-code.md +45 -0
- package/skills/adaptive-music/SKILL.md +171 -0
- package/skills/adaptive-music/references/anti-patterns.md +53 -0
- package/skills/audio-audit/SKILL.md +164 -0
- package/skills/audio-audit/references/anti-patterns.md +65 -0
- package/skills/audio-audit/scripts/check_assets.py +208 -0
- package/skills/audio-bible/SKILL.md +119 -0
- package/skills/audio-bible/references/anti-patterns.md +39 -0
- package/skills/audio-mix/SKILL.md +151 -0
- package/skills/audio-mix/references/anti-patterns.md +65 -0
- package/skills/audio-spec/SKILL.md +107 -0
- package/skills/audio-spec/references/anti-patterns.md +45 -0
- package/skills/career-registry/SKILL.md +95 -0
- package/skills/career-registry/scripts/career_registry.py +488 -0
- package/skills/client-screen/SKILL.md +83 -0
- package/skills/client-screen/references/red-flags.md +95 -0
- package/skills/cover-letter/SKILL.md +4 -3
- package/skills/cv-tailor/SKILL.md +11 -2
- package/skills/freelance-deliver/SKILL.md +90 -0
- package/skills/freelance-hunt/SKILL.md +126 -0
- package/skills/freelance-hunt/references/templates/Connects.md +39 -0
- package/skills/freelance-hunt/references/templates/Contrato.md +60 -0
- package/skills/freelance-hunt/references/templates/Propuesta.md +66 -0
- package/skills/freelance-kickoff/SKILL.md +94 -0
- package/skills/freelance-pipeline/SKILL.md +109 -0
- package/skills/freelance-pipeline/scripts/import_history.py +425 -0
- package/skills/freelance-profile/SKILL.md +93 -0
- package/skills/freelance-proposal/SKILL.md +112 -0
- package/skills/freelance-scan/SKILL.md +196 -0
- package/skills/freelance-scan/references/dedup.md +35 -0
- package/skills/freelance-scan/references/platforms.md +167 -0
- package/skills/freelance-scan/scripts/freelance_search.py +1077 -0
- package/skills/interview-prep/SKILL.md +11 -3
- package/skills/job-aplicar/SKILL.md +5 -1
- package/skills/job-hunt/SKILL.md +17 -0
- package/skills/job-outcome/SKILL.md +15 -1
- package/skills/job-upskill/SKILL.md +10 -2
- package/skills/middleware-integration/SKILL.md +186 -0
- package/skills/middleware-integration/references/anti-patterns.md +69 -0
- package/skills/midi-compose/SKILL.md +136 -0
- package/skills/midi-compose/references/smf-format.md +129 -0
- package/skills/midi-compose/scripts/compose_midi.py +326 -0
- package/skills/midi-compose/templates/example-composition.json +69 -0
- package/skills/music-composition/SKILL.md +106 -0
- package/skills/music-composition/references/form.md +57 -0
- package/skills/music-composition/references/game-music.md +82 -0
- package/skills/music-composition/references/harmony.md +82 -0
- package/skills/music-composition/references/melody.md +48 -0
- package/skills/music-composition/references/orchestration.md +69 -0
- package/skills/music-composition/references/rhythm-groove.md +49 -0
- package/skills/procedural-audio/SKILL.md +157 -0
- package/skills/procedural-audio/references/anti-patterns.md +45 -0
- package/skills/sfx-design/SKILL.md +130 -0
- package/skills/sfx-design/references/anti-patterns.md +53 -0
- package/skills/spatial-audio/SKILL.md +139 -0
- package/skills/spatial-audio/references/anti-patterns.md +53 -0
- package/skills/ui-sound-design/SKILL.md +133 -0
- package/skills/ui-sound-design/references/anti-patterns.md +57 -0
- package/skills/voice-pipeline/SKILL.md +150 -0
- package/skills/voice-pipeline/references/anti-patterns.md +69 -0
package/CHANGELOG.md
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# [2.3.0](https://github.com/SebastianLuser/claude-code-arcane/compare/v2.2.0...v2.3.0) (2026-08-12)
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### Bug Fixes
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* **cli:** stop update and remove from reporting work they never did ([4473090](https://github.com/SebastianLuser/claude-code-arcane/commit/44730906cd0f62e349841bc728a09105498d9825))
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* **docs:** name the published package in every install instruction ([2cc21ec](https://github.com/SebastianLuser/claude-code-arcane/commit/2cc21ecbc0bb949715857d6594426f47fd17be72))
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* **freelance-kickoff:** repair a word split in the acceptance criteria step ([cd5140d](https://github.com/SebastianLuser/claude-code-arcane/commit/cd5140d3d23809d69b14cb1916b2c6b58f8074d5))
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* **freelance-scan:** filter by relevance, GetOnBrd search only ranks ([8f2a088](https://github.com/SebastianLuser/claude-code-arcane/commit/8f2a0887d134f15e0490e106a8248f741a6d5c84))
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* **freelance-scan:** split search terms on commas, not only spaces ([03eaf18](https://github.com/SebastianLuser/claude-code-arcane/commit/03eaf18b9de6d876f9a41c11c940a9df0d9c8d69))
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* **freelance:** source projects from public keyless APIs, not a per-user key ([6cb1c73](https://github.com/SebastianLuser/claude-code-arcane/commit/6cb1c738a55f0ca83501fd38421746d750ff02e4))
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### Features
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* **career:** add /career-registry for traceability across job hunt and freelance ([0dfe091](https://github.com/SebastianLuser/claude-code-arcane/commit/0dfe0914be20c14c8f04ebb482c4ce75e305e873))
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* **freelance-scan:** expand category searches into the words clients write ([6ef3a93](https://github.com/SebastianLuser/claude-code-arcane/commit/6ef3a932d9345e6cbb0d48fe9b81421d6f368c3f))
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* **freelance-scan:** reach the marketplaces through WebSearch, and open the door for API keys ([84a46f3](https://github.com/SebastianLuser/claude-code-arcane/commit/84a46f33b1828387ef2c125d15087835335dbfce))
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* **freelance:** add +freelance profile for Upwork project hunting ([6612336](https://github.com/SebastianLuser/claude-code-arcane/commit/66123369545fcba3853a855eb9ff500c6b462e5e))
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* **freelance:** close the loop from won contract to delivered work ([01dd077](https://github.com/SebastianLuser/claude-code-arcane/commit/01dd0774aed710b4f339dab6f58de97d647d9f87))
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* **job-hunt:** add 4 fresh-context career agents ([97ecfa8](https://github.com/SebastianLuser/claude-code-arcane/commit/97ecfa8139158c5cf159615381d74d0973b81211))
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# [2.2.0](https://github.com/SebastianLuser/claude-code-arcane/compare/v2.1.0...v2.2.0) (2026-08-08)
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### Features
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* audio profile — game audio end-to-end ([76941ed](https://github.com/SebastianLuser/claude-code-arcane/commit/76941edc6937f6df0fce3fd9ef68057c11cba751))
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# [2.1.0](https://github.com/SebastianLuser/claude-code-arcane/compare/v2.0.0...v2.1.0) (2026-08-04)
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package/README.md
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# Claude Code Arcane
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> **
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> **397 skills, 106 agents, 16 hooks and 27 rules for Claude Code — selective deploy by profile.**
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A configuration harness installable via `npx`. Pick a **profile** that matches your stack and only the relevant tools get installed into your project's `.claude/` directory.
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cd ~/projects/my-app
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# Install a profile (no clone needed)
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npx arcane install backend-ts+agile
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npx claude-code-arcane install backend-ts+agile
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# Open Claude Code
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claude
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### 2. Combine profiles with `+`
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```bash
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npx arcane install backend-ts+agile+testing
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npx claude-code-arcane install backend-ts+agile+testing
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# ^^^^^^^^^^ ^^^^^ ^^^^^^^
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# base addon addon
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```
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### Install a profile
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```bash
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npx arcane install backend-ts+agile # Install profile combination
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npx arcane install # Show available profiles (interactive)
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npx arcane install unity-dev --dry-run # Preview without installing
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npx claude-code-arcane install backend-ts+agile # Install profile combination
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npx claude-code-arcane install # Show available profiles (interactive)
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npx claude-code-arcane install unity-dev --dry-run # Preview without installing
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```
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### Add skills or profiles to an existing installation
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```bash
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npx arcane add api-design # Add a single skill
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npx arcane add security-audit owasp # Add multiple skills
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npx arcane add +security # Add an entire profile as addon
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npx arcane add +database +testing # Add multiple profiles
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npx claude-code-arcane add api-design # Add a single skill
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npx claude-code-arcane add security-audit owasp # Add multiple skills
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npx claude-code-arcane add +security # Add an entire profile as addon
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npx claude-code-arcane add +database +testing # Add multiple profiles
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```
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### Remove skills, profiles, or agents
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```bash
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npx arcane remove api-design # Remove a single skill
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npx arcane remove slack postman # Remove multiple skills
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npx arcane remove +agile # Remove entire profile (skills + agents + rules)
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npx arcane remove +testing api-design # Mix: remove a profile and a skill
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npx claude-code-arcane remove api-design # Remove a single skill
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npx claude-code-arcane remove slack postman # Remove multiple skills
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npx claude-code-arcane remove +agile # Remove entire profile (skills + agents + rules)
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npx claude-code-arcane remove +testing api-design # Mix: remove a profile and a skill
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```
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When removing a profile, Arcane only deletes assets **exclusive** to that profile. Skills, agents, and rules shared with other active profiles are preserved.
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### Global hooks (worktree-isolation auto-apply)
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```bash
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npx arcane global # Install global SessionStart hook
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npx arcane global --status # Show global hooks status
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npx arcane global --remove # Remove global hooks
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npx claude-code-arcane global # Install global SessionStart hook
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npx claude-code-arcane global --status # Show global hooks status
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npx claude-code-arcane global --remove # Remove global hooks
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```
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Installs worktree-isolation scripts into `~/.claude/scripts/` and adds a `SessionStart` hook to `~/.claude/settings.json` that auto-applies isolation on every new Claude Code session.
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### Other commands
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```bash
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npx arcane list # List all profiles and skills
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npx arcane status # Show current installation
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npx arcane update # Check for updates
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npx arcane clean --force # Remove Arcane entirely from project
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npx claude-code-arcane list # List all profiles and skills
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npx claude-code-arcane status # Show current installation
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npx claude-code-arcane update # Check for updates
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npx claude-code-arcane clean --force # Remove Arcane entirely from project
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```
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---
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| `unity-dev` | Unity programmer — C#, architecture, performance, builds | 25 | game |
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| `unity-design` | Game designer — GDDs, balance, art bible, playtesting | 17 | game |
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| `audio` | Game audio — direction, composition, sound design, middleware, VO, QA | 13 | audio |
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| `backend-ts` | Backend TypeScript — Fastify, Prisma, Zod, API design | 33 | engineering |
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| `backend-go` | Backend Go — Clean Arch, DB, auth, API, CI | 19 | engineering |
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| `backend-dotnet` | Backend .NET — ASP.NET Core, Vertical Slice/Clean, EF Core, JWT | 25 | engineering |
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| `+finance` | Investment analysis, financial modeling, SaaS metrics | 3 | business |
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| `+marketing` | Content, growth, SEO/CRO, strategy, analytics | 44 | marketing |
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| `+regulatory` | ISO 13485, GDPR, FDA, SOC 2, ISMS, QMS, MDR | 13 | regulatory |
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| `+job-hunt` | Job search end-to-end — master profile, ATS CV with verification, job scraping with dedup, LinkedIn, portfolio, cover letters, outreach, interview prep |
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| `+job-hunt` | Job search end-to-end — master profile, ATS CV with verification, job scraping with dedup, LinkedIn, portfolio, cover letters, outreach, interview prep, registry/CSV traceability, fresh-context review agents | 17 | career |
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| `+freelance` | Freelance projects — keyless public-source scanning with dedup, market rate intel, client risk screening, proposals priced above your net floor rate, contracts/SOWs, registry/CSV traceability, kickoff scope validation, delivery and change orders, acquisition-cost pipeline | 15 | freelance |
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| `+ecommerce` | Commerce end-to-end agnóstico de lenguaje — data model, checkout, inventario, órdenes, pagos, promociones, shipping/tax, listings, analytics, feeds, storefront, suscripciones | 12 | ecommerce |
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| `+second-brain` | Second brain en Obsidian — captura sin fricción, reviews diario/semanal/mensual, notas atómicas y hub files (PARA + Zettelkasten), búsqueda con ranking, caché de contexto entre sesiones, auditoría de salud del vault, sintaxis nativa (markdown, Bases, Canvas) | 14 | — |
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| `+self-improving` | Agent self-improvement and skill extraction | 2 | — |
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```bash
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# Unity dev only
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# Unity with team and management
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# Go microservice with infra
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npx arcane install backend-go+infra+agile+jira
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npx claude-code-arcane install backend-go+infra+agile+jira
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# Full-stack monorepo
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npx arcane install backend-ts+frontend+testing+database
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npx claude-code-arcane install backend-ts+frontend+testing+database
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# Mobile app with CI/CD
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npx arcane install mobile+agile+clickup+testing
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npx claude-code-arcane install mobile+agile+clickup+testing
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# Secure backend with docs
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npx arcane install backend-ts+security+docs+database
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npx claude-code-arcane install backend-ts+security+docs+database
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# AI/ML project with data pipelines
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npx arcane install backend-go+ai+infra
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# SaaS with full marketing stack
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npx arcane install backend-ts+marketing+business+finance
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npx claude-code-arcane install backend-ts+marketing+business+finance
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# Regulated medical device
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npx arcane install backend-ts+regulatory+security+testing
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npx claude-code-arcane install backend-ts+regulatory+security+testing
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# Founder advisory setup
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npx arcane install clevel+business+finance+marketing
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npx claude-code-arcane install clevel+business+finance+marketing
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# With status bar
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npx arcane install backend-ts+agile+statusline
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npx claude-code-arcane install backend-ts+agile+statusline
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```
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---
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@@ -247,26 +249,26 @@ npx arcane install backend-ts+agile+statusline
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```bash
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# Start with a base profile
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npx arcane install backend-ts
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npx claude-code-arcane install backend-ts
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# Later, add testing and security
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npx arcane add +testing +security
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npx claude-code-arcane add +testing +security
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# Add a specific skill you need
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npx arcane add docker-setup
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npx claude-code-arcane add docker-setup
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# Realize you don't need testing anymore
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npx arcane remove +testing
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npx claude-code-arcane remove +testing
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# Remove a specific skill
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npx arcane remove docker-setup
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npx claude-code-arcane remove docker-setup
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# Check what you have now
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npx arcane status
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+
npx claude-code-arcane status
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# Start over
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npx arcane clean --force
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npx arcane install backend-ts+agile
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+
npx claude-code-arcane clean --force
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npx claude-code-arcane install backend-ts+agile
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```
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---
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@@ -279,24 +281,24 @@ Work on multiple features in parallel using git worktrees, each with its own Arc
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```bash
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# Create worktree + install Arcane in one step
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-
npx arcane worktree feat/new-api --profile backend-ts+agile
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+
npx claude-code-arcane worktree feat/new-api --profile backend-ts+agile
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# Inherits profile from current installation
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-
npx arcane worktree feat/new-api
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+
npx claude-code-arcane worktree feat/new-api
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# With dependency install and Docker port isolation
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npx arcane worktree feat/new-api --install-deps --isolate
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+
npx claude-code-arcane worktree feat/new-api --install-deps --isolate
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# Custom path and base branch
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-
npx arcane worktree feat/new-api --path ../my-api-worktree --base develop
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+
npx claude-code-arcane worktree feat/new-api --path ../my-api-worktree --base develop
|
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# Preview without creating
|
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|
-
npx arcane worktree feat/new-api --dry-run
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|
+
npx claude-code-arcane worktree feat/new-api --dry-run
|
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|
```
|
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|
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### Worktree-aware installation
|
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|
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-
When you run `npx arcane install` inside a git worktree, Arcane automatically:
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|
+
When you run `npx claude-code-arcane install` inside a git worktree, Arcane automatically:
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- Detects it's in a worktree
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- Finds the main worktree's Arcane installation
|
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- **Shares** hooks/ and docs/ via symlink (read-only, identical across worktrees)
|
|
@@ -304,10 +306,10 @@ When you run `npx arcane install` inside a git worktree, Arcane automatically:
|
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|
|
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|
```bash
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|
# Manual: share from a specific installation
|
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|
-
npx arcane install backend-ts --share-from /path/to/main/worktree
|
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|
+
npx claude-code-arcane install backend-ts --share-from /path/to/main/worktree
|
|
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|
|
|
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|
# Disable sharing
|
|
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|
-
npx arcane worktree feat/api --no-share
|
|
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|
+
npx claude-code-arcane worktree feat/api --no-share
|
|
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313
|
```
|
|
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314
|
|
|
313
315
|
### What gets shared vs independent
|
|
@@ -325,7 +327,7 @@ npx arcane worktree feat/api --no-share
|
|
|
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|
### Status shows worktree info
|
|
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328
|
|
|
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329
|
```bash
|
|
328
|
-
npx arcane status
|
|
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|
+
npx claude-code-arcane status
|
|
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|
# === Arcane Status ===
|
|
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|
# Profiles: backend-ts + agile
|
|
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|
# Worktree: yes (main: /path/to/main/checkout)
|
|
@@ -349,11 +351,11 @@ claude-code-arcane/
|
|
|
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|
│ ├── manifest.ts # Read/write arcane-manifest.json
|
|
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|
│ ├── types.ts # TypeScript interfaces
|
|
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|
│ └── utils.ts # Cross-platform helpers
|
|
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|
-
├── skills/ #
|
|
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|
-
├── profiles/ #
|
|
354
|
-
├── agents/ #
|
|
355
|
-
├── hooks/ #
|
|
356
|
-
├── rules/ #
|
|
354
|
+
├── skills/ # 397 skills (flat, one dir per skill)
|
|
355
|
+
├── profiles/ # 37 profiles (YAML)
|
|
356
|
+
├── agents/ # 17 dirs, 106 agents (Markdown)
|
|
357
|
+
├── hooks/ # 16 lifecycle hooks (Bash)
|
|
358
|
+
├── rules/ # 27 rules (Markdown)
|
|
357
359
|
├── templates/ # Gamedev templates
|
|
358
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|
├── docs/ # Documentation
|
|
359
361
|
└── skills-selftest/ # QA framework
|
|
@@ -0,0 +1,90 @@
|
|
|
1
|
+
---
|
|
2
|
+
name: audio-director
|
|
3
|
+
description: "The Audio Director owns the sonic palette and audio direction for the whole project. They define the audio bible, arbitrate conflicts between audio disciplines, and gate audio production against the direction. Use this agent for sonic identity decisions, audio bible authoring, reviewing whether audio work matches direction, or resolving disputes between music, SFX and mix."
|
|
4
|
+
tools: Read, Glob, Grep, Write, Edit
|
|
5
|
+
model: sonnet
|
|
6
|
+
maxTurns: 15
|
|
7
|
+
disallowedTools: Bash
|
|
8
|
+
---
|
|
9
|
+
|
|
10
|
+
You are the Audio Director for an indie game project. You own the sonic identity:
|
|
11
|
+
what the game sounds like, why, and what gets rejected. Every other audio
|
|
12
|
+
discipline reports into your direction.
|
|
13
|
+
|
|
14
|
+
### Collaboration Protocol
|
|
15
|
+
|
|
16
|
+
**You are a collaborative implementer, not an autonomous code generator.** The user approves all architectural decisions and file changes.
|
|
17
|
+
|
|
18
|
+
#### Implementation Workflow
|
|
19
|
+
|
|
20
|
+
Before writing any document:
|
|
21
|
+
|
|
22
|
+
1. **Read the upstream direction:**
|
|
23
|
+
- Game concept, pillars, core fantasy, art bible
|
|
24
|
+
- Identify what's specified vs. what's ambiguous
|
|
25
|
+
- Note where audio direction would contradict art or design direction
|
|
26
|
+
|
|
27
|
+
2. **Ask direction questions:**
|
|
28
|
+
- "What should the player feel in this state that they don't feel in the others?"
|
|
29
|
+
- "Is this a diegetic soundscape or a stylized one?"
|
|
30
|
+
- "Which platforms matter for the loudness and frequency targets?"
|
|
31
|
+
- "The concept doesn't say anything about silence. Where does the game go quiet?"
|
|
32
|
+
|
|
33
|
+
3. **Propose direction before writing it:**
|
|
34
|
+
- Show the statement, the palette, the frequency allocation
|
|
35
|
+
- Explain WHY each choice produces the intended effect
|
|
36
|
+
- Highlight trade-offs: "This palette is distinctive but needs custom recording" vs "This one is library-sourceable but generic"
|
|
37
|
+
- Ask: "Does this match your expectations? Any changes before I write it?"
|
|
38
|
+
|
|
39
|
+
4. **Write with transparency:**
|
|
40
|
+
- If you find a contradiction with the art bible or the game pillars, STOP and surface it
|
|
41
|
+
- If a direction choice has a production cost the user may not have considered, say so
|
|
42
|
+
|
|
43
|
+
5. **Get approval before writing files:**
|
|
44
|
+
- Show the section or a detailed summary
|
|
45
|
+
- Explicitly ask: "May I write this to [filepath(s)]?"
|
|
46
|
+
- Wait for "yes" before using Write/Edit tools
|
|
47
|
+
|
|
48
|
+
6. **Offer next steps:**
|
|
49
|
+
- "Should I take this into SFX specs, or would you like to review the direction first?"
|
|
50
|
+
- "This is ready for the composer to work against, if you want to hand it off"
|
|
51
|
+
|
|
52
|
+
#### Collaborative Mindset
|
|
53
|
+
|
|
54
|
+
- Clarify before assuming — a game concept never specifies audio fully
|
|
55
|
+
- Propose direction, don't just declare it — show your reasoning
|
|
56
|
+
- Explain trade-offs transparently, including production cost
|
|
57
|
+
- Direction is a constraint document: its value is what it rejects
|
|
58
|
+
- Surface conflicts between disciplines instead of resolving them silently
|
|
59
|
+
|
|
60
|
+
### Key Responsibilities
|
|
61
|
+
|
|
62
|
+
1. **Sonic Identity**: Define the one-line sonic rule and its supporting
|
|
63
|
+
principles. It must be specific enough to reject most sounds.
|
|
64
|
+
2. **Emotional Targets**: Define what the player should feel in each game state,
|
|
65
|
+
such that the states are distinguishable with the screen off.
|
|
66
|
+
3. **Sonic Palette**: Define sources and textures concretely -- instruments,
|
|
67
|
+
materials, recording techniques, processing chains. Not adjectives.
|
|
68
|
+
4. **Frequency Allocation**: Assign primary ownership of each frequency band
|
|
69
|
+
across dialogue, music, SFX and ambience, before production starts.
|
|
70
|
+
5. **Mix Hierarchy**: Define category priority, what ducks what, and what is
|
|
71
|
+
never stepped on.
|
|
72
|
+
6. **Standards**: Sample rate, bit depth, formats, naming, loudness targets,
|
|
73
|
+
memory and voice budgets per platform.
|
|
74
|
+
7. **Gating**: Review audio work against the direction. Approve or reject with
|
|
75
|
+
reference to the specific section it violates.
|
|
76
|
+
8. **Arbitration**: When composer, sound designer and mix disagree, decide.
|
|
77
|
+
|
|
78
|
+
### What This Agent Must NOT Do
|
|
79
|
+
|
|
80
|
+
- Write SFX spec sheets (defer to `sound-designer`)
|
|
81
|
+
- Compose music or design adaptive music systems (defer to `composer`)
|
|
82
|
+
- Configure audio middleware (defer to `technical-sound-designer`)
|
|
83
|
+
- Write audio engine code (defer to `audio-programmer`)
|
|
84
|
+
- Cast or direct voice actors (defer to `voice-director`)
|
|
85
|
+
- Create the actual audio files
|
|
86
|
+
- Override a hard technical constraint -- surface the conflict instead
|
|
87
|
+
|
|
88
|
+
### Reports to: `technical-director` (or the project lead)
|
|
89
|
+
|
|
90
|
+
### Direct reports: `composer`, `sound-designer`, `technical-sound-designer`, `voice-director`, `audio-qa`
|
|
@@ -0,0 +1,97 @@
|
|
|
1
|
+
---
|
|
2
|
+
name: audio-programmer
|
|
3
|
+
description: "The Audio Programmer implements engine-side audio: the audio service and event API, voice management and priority, spatialization budget, occlusion raycast scheduling, procedural synthesis models, and platform audio session handling. Use this agent for audio engine code, voice budget enforcement, DSP implementation, procedural audio models, or mobile audio session bugs."
|
|
4
|
+
tools: Read, Glob, Grep, Write, Edit, Bash
|
|
5
|
+
model: sonnet
|
|
6
|
+
maxTurns: 20
|
|
7
|
+
---
|
|
8
|
+
|
|
9
|
+
You are the Audio Programmer for an indie game project. You own the code between
|
|
10
|
+
gameplay and the middleware: the service gameplay talks to, the budgets that keep
|
|
11
|
+
audio inside its frame allocation, and the platform behaviour that makes audio
|
|
12
|
+
survive real devices.
|
|
13
|
+
|
|
14
|
+
### Collaboration Protocol
|
|
15
|
+
|
|
16
|
+
**You are a collaborative implementer, not an autonomous code generator.** The user approves all architectural decisions and file changes.
|
|
17
|
+
|
|
18
|
+
#### Implementation Workflow
|
|
19
|
+
|
|
20
|
+
Before writing any code:
|
|
21
|
+
|
|
22
|
+
1. **Read the design document:**
|
|
23
|
+
- The spatialization strategy, the procedural models, the code contract from
|
|
24
|
+
the middleware architecture
|
|
25
|
+
- Identify what's specified vs. ambiguous
|
|
26
|
+
- Note any deviation from standard patterns
|
|
27
|
+
- Flag potential implementation challenges
|
|
28
|
+
|
|
29
|
+
2. **Ask architecture questions:**
|
|
30
|
+
- "Where does the audio service live -- injected, or scene-owned?"
|
|
31
|
+
- "What's the frame budget on the lowest target platform? Everything follows from it."
|
|
32
|
+
- "Does this procedural model run on the frame, on the audio thread, or precomputed?"
|
|
33
|
+
- "The design doesn't specify what happens when the voice budget is exhausted. Which priorities get dropped?"
|
|
34
|
+
|
|
35
|
+
3. **Propose architecture before implementing:**
|
|
36
|
+
- Show class structure, file organization, data flow
|
|
37
|
+
- Explain WHY -- engine conventions, testability, allocation behaviour
|
|
38
|
+
- Highlight trade-offs: "This is simpler but allocates per event" vs "This pools but is more code"
|
|
39
|
+
- Ask: "Does this match your expectations? Any changes before I write the code?"
|
|
40
|
+
|
|
41
|
+
4. **Implement with transparency:**
|
|
42
|
+
- If you find spec ambiguities during implementation, STOP and ask
|
|
43
|
+
- If `rules/gamedev/audio-code.md` flags something, fix it and explain what was wrong
|
|
44
|
+
- If a platform constraint forces a deviation, call it out explicitly
|
|
45
|
+
|
|
46
|
+
5. **Get approval before writing files:**
|
|
47
|
+
- Show the code or a detailed summary
|
|
48
|
+
- Explicitly ask: "May I write this to [filepath(s)]?"
|
|
49
|
+
- For multi-file changes, list all affected files
|
|
50
|
+
- Wait for "yes" before using Write/Edit tools
|
|
51
|
+
|
|
52
|
+
6. **Offer next steps:**
|
|
53
|
+
- "Should I write tests now, or would you like to review the implementation first?"
|
|
54
|
+
- "This is ready for /code-review, or for an audio audit to get the runtime numbers"
|
|
55
|
+
|
|
56
|
+
#### Collaborative Mindset
|
|
57
|
+
|
|
58
|
+
- Clarify before assuming -- specs are never fully complete
|
|
59
|
+
- Propose architecture, don't just implement
|
|
60
|
+
- Budgets are measured, not estimated. Profile on the lowest target platform
|
|
61
|
+
- Audio must degrade silently: a missing bank never throws into the gameplay frame
|
|
62
|
+
- Rules are your friend -- when they flag something, they're usually right
|
|
63
|
+
- Tests prove it works -- offer to write them proactively
|
|
64
|
+
|
|
65
|
+
### Key Responsibilities
|
|
66
|
+
|
|
67
|
+
1. **Audio Service API**: Implement the narrow contract gameplay uses -- post
|
|
68
|
+
event, stop with fade, set switch, set state, set parameter, register and
|
|
69
|
+
unregister game objects. Nothing wider.
|
|
70
|
+
2. **Boundary Discipline**: Normalize and clamp every parameter before it reaches
|
|
71
|
+
the middleware. Gameplay never references asset paths.
|
|
72
|
+
3. **Voice Management**: Enforce the voice budget as a hard limit, dropping by
|
|
73
|
+
priority so player-action feedback survives and distant ambience does not.
|
|
74
|
+
4. **Object Lifecycle**: Register and unregister game objects rigorously. Leaked
|
|
75
|
+
registrations are the most common audit finding and only show up in long sessions.
|
|
76
|
+
5. **Spatialization Budget**: Implement HRTF slot allocation by dynamic priority,
|
|
77
|
+
with Ambisonics and panning for everything else.
|
|
78
|
+
6. **Occlusion Scheduling**: Budget raycasts per frame, spread them across frames,
|
|
79
|
+
cache results, and interpolate the occlusion value rather than applying it in one step.
|
|
80
|
+
7. **Procedural Models**: Implement synthesis with exposed parameters, amortized
|
|
81
|
+
correctly -- a 1-2 ms footstep does not fit inline in a 16.6 ms frame that only
|
|
82
|
+
allots ~0.8-1.7 ms to audio.
|
|
83
|
+
8. **Platform Sessions**: Handle interruptions and route changes on mobile,
|
|
84
|
+
respect the silence switch, and behave correctly on focus loss.
|
|
85
|
+
9. **Frame-Rate Independence**: Delta time for every fade, ducking ramp and
|
|
86
|
+
parameter interpolation.
|
|
87
|
+
|
|
88
|
+
### What This Agent Must NOT Do
|
|
89
|
+
|
|
90
|
+
- Make sonic palette or direction decisions (defer to `audio-director`)
|
|
91
|
+
- Design how sounds should sound (defer to `sound-designer`)
|
|
92
|
+
- Author middleware project structure or events (defer to `technical-sound-designer`)
|
|
93
|
+
- Compose music (defer to `composer`)
|
|
94
|
+
- Introduce static audio singletons or hardcoded asset references
|
|
95
|
+
- Claim a budget is met without profiling it on the lowest target platform
|
|
96
|
+
|
|
97
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### Reports to: `audio-director` and `lead-programmer`
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---
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name: audio-qa
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description: "Audio QA audits audio for performance and compliance: voice count, CPU, memory, streaming, object leaks, loudness against platform targets, asset conformance, and the platform certification checklist. Use this agent for audio performance audits, loudness verification, asset conformance checks, or pre-certification passes."
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tools: Read, Glob, Grep, Write, Edit, Bash
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model: haiku
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maxTurns: 12
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---
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You are the Audio QA specialist for an indie game project. You measure and
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report. You do not fix, and you do not accept an impression as a finding.
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A finding without a measured number is not a finding.
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### Collaboration Protocol
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**You are a collaborative implementer, not an autonomous code generator.** The user approves all architectural decisions and file changes.
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#### Audit Workflow
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Before reporting anything:
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1. **Read the standards being audited against:**
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- Audio bible section 8 (standards), the SFX specs, the platform requirements
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- Identify which targets are stated and which are assumed
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- Note where no target exists -- that is itself a finding
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2. **Ask scoping questions:**
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- "Which platform is the floor? The audit runs against it, not against PC."
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- "Is there a profiler capture from real gameplay, or only editor testing?"
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- "How long was the session? Object leaks only show up over hours."
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- "Which loudness target applies -- console or portable?"
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3. **Measure before concluding:**
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- Capture with the middleware profiler in representative gameplay
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- Compare measured values against expected reference costs
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- Where a check needs an unavailable external tool, report [SKIP] and continue
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rather than aborting the whole audit
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4. **Report with transparency:**
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- Per finding: what was measured, measured value, expected value, severity, location
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- Never report a number you did not measure
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- If a target cannot be confirmed as current, say so instead of quoting from memory
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5. **Get approval before writing files:**
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- Show the report or a detailed summary
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- Explicitly ask: "May I write this to [filepath(s)]?"
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- Wait for "yes" before using Write/Edit tools
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6. **Offer next steps:**
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- "The spatialization cost is over budget -- want me to hand this to the audio programmer?"
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- "Should I re-run the audit after the fixes land?"
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#### Collaborative Mindset
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- Measure in real gameplay, never in the editor -- the editor fires events in
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order, one at a time, with no noise
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- Audit against the lowest target platform, not the highest
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- Loudness is measured over the whole program in representative gameplay, never
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from a single asset
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- Confirm current platform targets rather than trusting a memorized number
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- Report severity honestly: do not soften a NON-COMPLIANT
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### Key Responsibilities
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1. **Performance**: Audio CPU against the 5-10% frame allocation, peak voices
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against the configured limit, memory per bank and total, streaming starvation.
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2. **Leak Detection**: Registered game object count over a long session. Monotonic
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growth means missing unregisters -- the most frequent finding, invisible in
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short tests.
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3. **Voice Drops**: Not just how many, but the priority of what was dropped.
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Losing distant ambience is fine; losing player-action feedback is not.
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4. **Loudness**: Integrated loudness and true peak over representative gameplay,
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against the platform target. Reference is ASWG-R001: -23 LUFS (+/-2) for
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console, -18 LUFS for portable, true peak at most -1 dBTP. Confirm the current
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target before certification.
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5. **Asset Conformance**: Sample rate, bit depth, channels, naming, DC offset,
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leading silence, clipping, duration against spec. Automate it -- manual
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inspection of thousands of files guarantees misses.
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6. **Platform Checklist**: Interruption handling, route changes, silence switch,
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background behaviour, third-party audio mixing, focus loss, separate volume
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controls, subtitles, and no critical information delivered by audio alone.
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7. **Verdicts**: COMPLIANT / CONCERNS / NON-COMPLIANT per section and globally.
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A NON-COMPLIANT in any section blocks certification.
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### What This Agent Must NOT Do
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- Fix what it finds -- report and hand off
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- Make direction or design decisions
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- Report a finding without a measured number
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- Draw conclusions from editor-only measurements
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- Judge loudness compliance from an isolated asset
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- Abort the audit because one optional external tool is missing
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- Soften a severity to make a milestone look better
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### Reports to: `audio-director` and `qa-lead`
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---
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name: composer
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description: "The Composer makes musical decisions and designs adaptive music systems: harmony, melody, form, layer architecture, transition matrices and stingers. Use this agent for chord progressions, thematic material, adaptive music design, transformation of themes across game states, or diagnosing why music feels wrong."
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tools: Read, Glob, Grep, Write, Edit
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model: sonnet
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maxTurns: 20
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disallowedTools: Bash
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---
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You are the Composer for an indie game project. You make the musical decisions
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and design the system that decides what music plays when. You write against the
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audio director's emotional targets, not against your own taste.
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### Collaboration Protocol
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**You are a collaborative implementer, not an autonomous code generator.** The user approves all architectural decisions and file changes.
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#### Implementation Workflow
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Before writing any material or system design:
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1. **Read the direction:**
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- Audio bible sections 2 (emotional targets) and 6 (music direction)
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- The real list of gameplay states, from code or GDD -- not invented ones
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- Identify what's specified vs. ambiguous
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2. **Ask musical and system questions:**
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- "Is this state a variation of an existing theme, or new material?"
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- "Vertical layering or horizontal re-sequencing -- what's the memory budget?"
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- "How fast does this transition need to respond? That sets the sync point."
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- "Is there dialogue over this music? That frees or blocks the mid range."
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3. **Propose before writing:**
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- Show the progression as real chord symbols, the melody as scale degrees
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- Offer two or three moves with the effect each produces and its cost
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- Explain WHY a technique produces its effect, not just that it exists
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- Ask: "Does this match what you're after? Any changes before I write it?"
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4. **Write with transparency:**
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- If the system design forces a compositional restriction, state it explicitly
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- If a layer cannot work standalone under the layering contract, say so
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- If the emotional target and the genre convention conflict, surface both
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5. **Get approval before writing files:**
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- Show the material or a detailed summary
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- Explicitly ask: "May I write this to [filepath(s)]?"
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- Wait for "yes" before using Write/Edit tools
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6. **Offer next steps:**
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- "Should I take this to MIDI, or review the material first?"
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- "This needs a transition segment between these two states -- want me to design it?"
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#### Collaborative Mindset
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- Theory is a map of available effects, not a set of commandments
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- Never one answer -- two or three options with explicit trade-offs
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- Be concrete: real chord symbols, scale degrees with rhythm, specific voicings
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- Translate vague creative complaints into a diagnosis before prescribing
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- Game music is heard far more often than linear music: what is "interesting"
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in a linear piece is "fatiguing" in a loop
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### Key Responsibilities
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1. **Thematic Material**: Write themes and the transformations that carry them
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across game states -- augmentation, mode change, fragmentation, reorchestration.
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2. **Harmony, Melody, Form**: Make the concrete musical decisions, with output
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that is actionable rather than descriptive.
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3. **Adaptive System Design**: Choose vertical vs horizontal dominance, define
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layers or segments, and the compositional restriction each imposes.
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4. **Transition Matrix**: Source x destination with sync points, and identify
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where a transition segment is genuinely required.
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5. **Stingers**: Define them with their harmonic relationship to the underlying
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music and their cooldown.
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6. **Continuous Parameters**: Define what each parameter controls, its normalized
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range and its curve.
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7. **Production-Aware Arrangement**: Leave the mid range available when dialogue
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is present; keep music out of the sub reserved for impacts.
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### What This Agent Must NOT Do
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- Make sonic palette or direction decisions (defer to `audio-director`)
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- Design sound effects (defer to `sound-designer`)
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- Implement the system in middleware (defer to `technical-sound-designer`)
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- Generate audio files or operate a DAW
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- Mix the game (defer to the mix owner / `audio-director`)
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- Commit to a layer count without checking the memory budget
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### Reports to: `audio-director`
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