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SKILL.md

audio-design

Agent skill fromgamedev-skills/awesome-gamedev-agent-skills

Implement game audio practice — bus/mixer architecture and gain in decibels, ducking (sidechain), adaptive/dynamic music via layering and re-sequencing, SFX variation, and beat synchronization. Engine-neutral. Use when the user mentions audio mixing, audio buses, adaptive/dynamic music, ducking, SFX variation, music layers, or syncing gameplay to the beat.

How to install audio-design

install audio-design
# install the awesome-gamedev-agent-skills pack with the skills CLI
npx skills add gamedev-skills/awesome-gamedev-agent-skills

# or add only this skill to Claude Code: copy the folder

skills/disciplines/audio-design/

# into

~/.claude/skills/audio-design/ (all projects)

.claude/skills/audio-design/ (one project)

skills/disciplines/audio-design/SKILL.md

Apache-2.0Full file
1# Audio design
2
3Game audio is a **mixing graph plus a music system**. Route every sound through a
4small set of buses so you can balance and process groups; make music *react* to
5play through layering and re-sequencing rather than looping one track. This skill
6teaches the portable practice; bind it to `godot-audio`, Unity's AudioMixer, or
7middleware (FMOD/Wwise) for concrete APIs.
8
9## When to use
10
11- Use to design a bus/mixer layout, set group volumes, and apply effects (reverb,
12 compression, EQ) to groups of sounds.
13- Use to duck music/ambience under dialogue or impacts (sidechain).
14- Use to build adaptive music that responds to combat/exploration intensity.
15- Use to add SFX variation (pitch/sample randomization) and sync events to a beat.
16
17**When *not* to use:** for the engine's concrete audio nodes/streams, use
18`godot-audio` or the engine's audio skill. Loading/streaming and asset import are
19engine concerns. For UI sliders that drive bus volume, see the engine UI skill.
20
21## Core workflow
22
231. **Lay out buses, not per-sound volume.** A typical tree: `Master ← {Music,
24 SFX, Ambience, UI, Voice}`. Everything plays into a bus; the player's settings
25 sliders map to bus volumes. Never set hundreds of clip volumes by hand.
262. **Work in decibels, not linear.** Perceived loudness is logarithmic. Volume
27 controls and automation should operate in dB; convert only at the edges.
283. **Leave headroom and hit a loudness target.** Keep true peaks at or below -1 dBTP and
29…

Excerpt shown under the repository's Apache-2.0 license.

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