MonoGame audio and animation
Keeps animation and audio synchronized with the intended game clock. It defines interruption and pause behavior while keeping rewards and damage in game rules rather than presentation callbacks.
monogame-audio-animation
See how it helpsWhen is it useful?
Use when adding sound, music or animation to a MonoGame feature.
What does it help you do?
- Chooses consistent clocks and pause or resume behavior.
- Keeps presentation callbacks separate from authoritative rewards and game rules.
- Manages sound instances and simultaneous voice limits.
Try asking this
In our action RPG, animate a sword combo with impact sounds. Pause between strikes, interrupt the combo with a hit and replay the animation. Sound instances must stay bounded, and a repeated visual event must not grant another hit or duplicate a defeated enemy’s reward.
Detailed documentation
Read the skill’s original instructions, examples and checks in their authored language.
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MonoGame — audio animation
Use when implementing MonoGame sound, music, sprite/skeletal animation or timed presentation.
Version and project gate
Inspect Project and .NET target, MonoGame package/backend, Game loop settings, MGCB files/tool versions, content root, GraphicsProfile, platform libraries and existing screen/state architecture. Never turn a task into an engine upgrade without the user’s intent. Read the version-matching official reference when an API decision depends on it.
Work
Choose the project’s playback/animation ownership and time source. Separate animation events from authoritative rules and prevent replayed frames from awarding effects twice. Track disposable sound instances and define pause/resume and voice limits.
Deliver
A timed presentation contract and implementation that follows the simulation state predictably. Keep the change in the existing project structure; separate actual observations from the proposed acceptance scenario below.
Failure to prevent
An audio/animation completion callback is not necessarily reliable authoritative gameplay state after cancellation.
Acceptance scenario
Pause mid-animation, restart an effect, interrupt music and remove the owning entity while playback is active. Follow the project’s execution and verification permissions. If execution or a target device is unavailable, provide the reproduction steps and name the remaining uncertainty; do not mark it passed.
Scope and sources
This skill belongs to Mox. Agent selection is restricted by Orqestria’s assigned-agent policy, including forced skill selection; instruction text alone is not an access control. These are original task workflows researched from official documentation, not a copied or endorsed vendor skill.
Included files 1
SKILL.md
