Use when designing, implementing, reviewing, or debugging sound for Minecraft spells, abilities, entities, items, machines, ambience, impacts, loops, and other project-owned audio that must remain causally aligned with gameplay and readable in the modpack mix.
Instal·la
npx skillscat add gustavaopere/minecraft-mod-factory/minecraft-audio-design Instal·la des del registre de SkillsCat.
Minecraft Audio Design
Core principle
Sound is part of the gameplay feedback contract. Map each sound to a real event, give loops an owner and stop condition, preserve server/client authority, and validate the result in the actual modpack mix.
Authority order
- exact gameplay/provider event that owns the action;
- provider-native sound behavior and established sound language when integrating with that provider;
- project-owned audio direction and neighboring canonical assets;
- original or properly licensed source assets with recorded provenance;
- generic vanilla sounds only as an explicit fallback.
Do not rip audio from games, mods, films, music or asset packs whose license does not permit the intended redistribution.
Required audio event map
For each sound-bearing ability/system, define which of these events actually exist:
- anticipation/start;
- cast/commit/release;
- travel or active loop;
- contact/impact;
- success/resolve;
- fail/cancel/interrupted state;
- decay/tail;
- persistent environmental/idle loop.
A single sound may cover more than one role, but every role must be intentional rather than duplicated by several listeners.
Spell sound layering
For polished spell presentation, consider these layers without requiring all of them:
- transient attack for timing/readability;
- tonal/body layer that carries school/material identity;
- movement/air/energy layer for travel;
- impact transient and optional debris/resonance layer;
- tail/reverb/decay that matches environment and scale.
Layer count is not a quality metric. Prefer a small number of distinct, readable layers over loud stacking.
Variation and repetition
- Use pitch/variant randomization only when it preserves identity and does not make timing ambiguous.
- Repeated rapid events should avoid obvious machine-gun repetition when the provider/backend supports variants safely.
- Loops require start, ownership, refresh policy and stop/fade behavior.
- Do not start a new loop every tick.
- Do not assume vanilla attenuation, category, distance or volume values are appropriate; verify the exact API/provider behavior and test in-game.
Multiplayer causality
- Decide whether the provider already broadcasts/plays the sound before adding networking.
- One authoritative gameplay action should yield one audible event per intended listener.
- Avoid server broadcast plus independent client replay of the same cue.
- Cosmetic local-only sounds are permitted only when they do not misrepresent gameplay state to the player.
- Persistent sounds tied to entities/blocks must stop on removal, unload, death, logout, dimension transition or other owner termination when applicable.
Accessibility and mix
Review:
- whether critical gameplay information is also available visually and not encoded only in sound;
- category/routing so users can control the sound through appropriate volume settings;
- relative loudness against combat, ambience, UI and provider-native spell sounds;
- fatigue from frequent casts/repetitive loops;
- stereo/spatial readability in first and third person;
- whether low-frequency/high-frequency content masks other important cues.
Do not normalize or amplify assets blindly. Perceived loudness must be evaluated in the real game mix.
Source and asset provenance
For every project-owned audio asset, record:
- creator/source;
- license or original-production status;
- modification/processing performed;
- intended redistribution scope;
- filename/resource identity;
- whether attribution is required.
Generated audio is not automatically rights-clear. Record the generator/provider terms applicable at creation time when generated assets are used.
Hard gates
- No invented sound event/resource/API path.
- No client-only audio class reachable on dedicated server.
- No sound event used as gameplay authority.
- No duplicate playback caused by multiple listeners or prediction + authoritative replay.
- No unowned infinite loop.
- No final approval in isolation from the modpack mix.
- No third-party audio without compatible redistribution rights.
Use standards/AUDIO-QA.md for acceptance. For spells, combine this skill with minecraft-spell-vfx-engineering and standards/SPELL-PRESENTATION-CONTRACT.md.
If the user must operate an audio editor or another GUI, follow ../../USER-GUIDED-WORKFLOW.md: one manual action, verify the result, then continue.