This is for spatial audio in games, VR, and apps, not music production or film work. It covers HRTF and Ambisonics for 3D positioning, procedural sound generation (footsteps that synthesize instead of looping samples), and Wwise/FMOD middleware integration with RTPCs and switches. The anti-patterns are solid: it warns against putting HRTF on 50 sources at once (CPU death) and explains why procedural footsteps beat 360 sample files. Also handles iOS/Android audio session management and UI sound design with haptic coordination. Pairs with voice-audio-engineer if you need speech synthesis alongside spatial audio. The shibboleths table is genuinely useful for understanding horizontal re-orchestration versus vertical remixing in adaptive music systems.
npx skills add https://github.com/erichowens/some_claude_skills --skill sound-engineer