Skills for Real Engineers. Straight from my .agents directory.
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
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)
1# Audio design23Game audio is a **mixing graph plus a music system**. Route every sound through a4small set of buses so you can balance and process groups; make music *react* to5play through layering and re-sequencing rather than looping one track. This skill6teaches the portable practice; bind it to `godot-audio`, Unity's AudioMixer, or7middleware (FMOD/Wwise) for concrete APIs.89## When to use1011- 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.1617**When *not* to use:** for the engine's concrete audio nodes/streams, use18`godot-audio` or the engine's audio skill. Loading/streaming and asset import are19engine concerns. For UI sliders that drive bus volume, see the engine UI skill.2021## Core workflow22231. **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 settings25 sliders map to bus volumes. Never set hundreds of clip volumes by hand.262. **Work in decibels, not linear.** Perceived loudness is logarithmic. Volume27 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 and29…
Excerpt shown under the repository's Apache-2.0 license.
More skills in awesome-gamedev-agent-skills
Similar skill repositories
Public repository for Agent Skills
An AI skill that provides design intelligence for building professional UI/UX across multiple platforms.
Persistent Context Across Sessions for Every Agent – Captures everything your agent does during sessions, compresses it with AI, and injects relevant context back into future sessions. Works with Claude Code, OpenClaw, Codex, Gemini, Hermes, Copilot, OpenCode + More
Production-grade engineering skills for AI coding agents.
Agent skills that give coding agents taste: art direction, reference images and a browser check instead of generic AI pages
