/audio-design
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,
$ npx -y skills add gamedev-skills/awesome-gamedev-agent-skills --skill audio-design --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
- Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
- You can call itInvoke it directly when you want it.
- Slash command
/audio-design
Context preview
The summary Claude sees to decide when to auto-load this skill.
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,
SKILL.md
audio-design.SKILL.mdname: audio-design
description: >
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.
Audio design
Game audio is a **mixing graph plus a music system**. Route every sound through a small set of buses so you can balance and process groups; make music *react* to play through layering and re-sequencing rather than looping one track. This skill teaches the portable practice; bind it to `godot-audio`, Unity's AudioMixer, or middleware (FMOD/Wwise) for concrete APIs.
When to use
- Use to design a bus/mixer layout, set group volumes, and apply effects (reverb,
compression, EQ) to groups of sounds.
- Use to duck music/ambience under dialogue or impacts (sidechain).
- Use to build adaptive music that responds to combat/exploration intensity.
- Use to add SFX variation (pitch/sample randomization) and sync events to a beat.
**When *not* to use:** for the engine's concrete audio nodes/streams, use `godot-audio` or the engine's audio skill. Loading/streaming and asset import are engine concerns. For UI sliders that drive bus volume, see the engine UI skill.
Core workflow
1. **Lay out buses, not per-sound volume.** A typical tree: `Master ← {Music, SFX, Ambience, UI, Voice}`. Everything plays into a bus; the player's settings sliders map to bus volumes. Never set hundreds of clip volumes by hand. 2. **Work in decibels, not linear.** Perceived loudness is logarithmic. Volume controls and automation should operate in dB; convert only at the edges. 3. **Leave headroom.** Mix so the Master peaks below 0 dBFS (aim for a target loudness, e.g. around -14 to -16 LUFS for many games) to avoid clipping. 4. **Duck competing sources** with a sidechain compressor (or volume automation): when voice/important SFX plays, the music bus dips, then recovers. 5. **Make music adaptive** via *vertical* layering (stems faded in/out) and/or *horizontal* re-sequencing (swap segments at musical boundaries). See the reference. 6. **Vary repeated SFX** with small random pitch/volume offsets and sample pools so footsteps and hits don't sound robotic. 7. **Verify on real output.** Listen on headphones and speakers; check that the mix balances, ducking is audible but not pumping, and music transitions land on the beat — never assume from the editor meters alone.
Patterns
1. Bus routing and dB gain
# Route sounds to named buses; control GROUPS, not individual clips.
sfx_player.bus = "SFX"
music_player.bus = "Music"
# Map a 0..1 settings slider to decibels (linear_to_db), the perceptual unit.
func set_bus_volume(bus_name: String, slider01: float) -> void:
var idx := AudioServer.get_bus_index(bus_name)
var db := linear_to_db(clamp(slider01, 0.0001, 1.0)) # 0 -> silence, 1 -> 0 dB
AudioServer.set_bus_volume_db(idx, db)
# RIGHT: slider -> dB via linear_to_db. WRONG: assigning slider01 straight as dB
# (a "0.5" would be only +0.5 dB — almost no change — and 0 would be 0 dB, full).2. Ducking via sidechain (music dips under voice)
# A compressor on the MUSIC bus, keyed by the VOICE bus, lowers music while
# dialogue plays, then releases. This is "sidechain ducking".
# Setup (engine-specific): add a compressor effect to the Music bus and set its
# sidechain to the Voice bus. Then tune:
# threshold: level on Voice that triggers ducking (e.g. -30 dB)
# ratio: how hard to duck (e.g. 8:1 for a clear dip)
# attack: fast (~10 ms) so music gets out of the way promptly
# release: slow (~300-500 ms) so it recovers smoothly, not pumping
# No-middleware alternative: tween the Music bus volume down on voice start and
# back up on voice end.
func duck_music(active: bool) -> void:
var target_db := -12.0 if active else 0.0
create_tween().tween_method(
func(v): set_bus_volume_db("Music", v), current_music_db, target_db, 0.25)3. SFX variation (kill the "machine gun" repeat)
# Randomize pitch slightly and pick from a sample pool so repeats feel organic.
func play_varied(samples: Array, bus := "SFX") -> void:
var p := AudioStreamPlayer.new()
p.stream = samples[randi() % samples.size()] # rotate through several takes
p.bus = bus
p.pitch_scale = randf_range(0.94, 1.06) # +/- ~6% pitch wobble
add_child(p); p.play()
p.finished.connect(p.queue_free) # clean up one-shots4. Beat-synced events (quantize to the music grid)
# Schedule gameplay/visuals on musical time, not frame time, so they land on beat.
const BPM := 120.0
var seconds_per_beat := 60.0 / BPM
func current_beat(playback_position_sec: float) -> int:
return int(playback_position_sec / seconds_per_beat)
# Quantize an action to the NEXT beat boundary instead of firing immediately.
func time_until_next_beat(pos: float) -> float:
return seconds_per_beat - fmod(pos, seconds_per_beat)
# Drive timing from the audio playback clock, which is steadier than frame delta.Pitfalls
- **Treating slider values as dB.** Volume is logarithmic; map `0..1` through
`linear_to_db` (and back with `db_to_linear`). A linear slider on raw amplitude feels like it does nothing until the very bottom.
- **Per-clip volume instead of buses** makes a global balance pass impossible and
bloats save/settings. Mix on buses.
- **Clipping the master.** Summed sounds exceed 0 dBFS and distort. Leave
headroom; put a limiter on Master as a safety net, not as the mixer.
- **Pumping ducking**: too-fast release or too-high ratio makes music audibly
breathe. Lengthen release; lower ratio.
- **Looping a single music track** for the whole game feels flat. Use layers or
seg
Read more
name: audio-design description: > 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.
Audio design
Game audio is a **mixing graph plus a music system**. Route every sound through a small set of buses so you can balance and process groups; make music *react* to play through layering and re-sequencing rather than looping one track. This skill teaches the portable practice; bind it to `godot-audio`, Unity's AudioMixer, or middleware (FMOD/Wwise) for concrete APIs.
When to use
- Use to design a bus/mixer layout, set group volumes, and apply effects (reverb,
compression, EQ) to groups of sounds.
- Use to duck music/ambience under dialogue or impacts (sidechain).
- Use to build adaptive music that responds to combat/exploration intensity.
- Use to add SFX variation (pitch/sample randomization) and sync events to a beat.
**When *not* to use:** for the engine's concrete audio nodes/streams, use `godot-audio` or the engine's audio skill. Loading/streaming and asset import are engine concerns. For UI sliders that drive bus volume, see the engine UI skill.
Core workflow
1. **Lay out buses, not per-sound volume.** A typical tree: `Master ← {Music, SFX, Ambience, UI, Voice}`. Everything plays into a bus; the player's settings sliders map to bus volumes. Never set hundreds of clip volumes by hand. 2. **Work in decibels, not linear.** Perceived loudness is logarithmic. Volume controls and automation should operate in dB; convert only at the edges. 3. **Leave headroom.** Mix so the Master peaks below 0 dBFS (aim for a target loudness, e.g. around -14 to -16 LUFS for many games) to avoid clipping. 4. **Duck competing sources** with a sidechain compressor (or volume automation): when voice/important SFX plays, the music bus dips, then recovers. 5. **Make music adaptive** via *vertical* layering (stems faded in/out) and/or *horizontal* re-sequencing (swap segments at musical boundaries). See the reference. 6. **Vary repeated SFX** with small random pitch/volume offsets and sample pools so footsteps and hits don't sound robotic. 7. **Verify on real output.** Listen on headphones and speakers; check that the mix balances, ducking is audible but not pumping, and music transitions land on the beat — never assume from the editor meters alone.
Patterns
1. Bus routing and dB gain
# Route sounds to named buses; control GROUPS, not individual clips.
sfx_player.bus = "SFX"
music_player.bus = "Music"
# Map a 0..1 settings slider to decibels (linear_to_db), the perceptual unit.
func set_bus_volume(bus_name: String, slider01: float) -> void:
var idx := AudioServer.get_bus_index(bus_name)
var db := linear_to_db(clamp(slider01, 0.0001, 1.0)) # 0 -> silence, 1 -> 0 dB
AudioServer.set_bus_volume_db(idx, db)
# RIGHT: slider -> dB via linear_to_db. WRONG: assigning slider01 straight as dB
# (a "0.5" would be only +0.5 dB — almost no change — and 0 would be 0 dB, full).2. Ducking via sidechain (music dips under voice)
# A compressor on the MUSIC bus, keyed by the VOICE bus, lowers music while
# dialogue plays, then releases. This is "sidechain ducking".
# Setup (engine-specific): add a compressor effect to the Music bus and set its
# sidechain to the Voice bus. Then tune:
# threshold: level on Voice that triggers ducking (e.g. -30 dB)
# ratio: how hard to duck (e.g. 8:1 for a clear dip)
# attack: fast (~10 ms) so music gets out of the way promptly
# release: slow (~300-500 ms) so it recovers smoothly, not pumping
# No-middleware alternative: tween the Music bus volume down on voice start and
# back up on voice end.
func duck_music(active: bool) -> void:
var target_db := -12.0 if active else 0.0
create_tween().tween_method(
func(v): set_bus_volume_db("Music", v), current_music_db, target_db, 0.25)3. SFX variation (kill the "machine gun" repeat)
# Randomize pitch slightly and pick from a sample pool so repeats feel organic.
func play_varied(samples: Array, bus := "SFX") -> void:
var p := AudioStreamPlayer.new()
p.stream = samples[randi() % samples.size()] # rotate through several takes
p.bus = bus
p.pitch_scale = randf_range(0.94, 1.06) # +/- ~6% pitch wobble
add_child(p); p.play()
p.finished.connect(p.queue_free) # clean up one-shots4. Beat-synced events (quantize to the music grid)
# Schedule gameplay/visuals on musical time, not frame time, so they land on beat.
const BPM := 120.0
var seconds_per_beat := 60.0 / BPM
func current_beat(playback_position_sec: float) -> int:
return int(playback_position_sec / seconds_per_beat)
# Quantize an action to the NEXT beat boundary instead of firing immediately.
func time_until_next_beat(pos: float) -> float:
return seconds_per_beat - fmod(pos, seconds_per_beat)
# Drive timing from the audio playback clock, which is steadier than frame delta.Pitfalls
- **Treating slider values as dB.** Volume is logarithmic; map `0..1` through
`linear_to_db` (and back with `db_to_linear`). A linear slider on raw amplitude feels like it does nothing until the very bottom.
- **Per-clip volume instead of buses** makes a global balance pass impossible and
bloats save/settings. Mix on buses.
- **Clipping the master.** Summed sounds exceed 0 dBFS and distort. Leave
headroom; put a limiter on Master as a safety net, not as the mixer.
- **Pumping ducking**: too-fast release or too-high ratio makes music audibly
breathe. Lengthen release; lower ratio.
- **Looping a single music track** for the whole game feels flat. Use layers or
seg
<img src="docs/assets/banner.png" width="820" alt="awesome-gamedev-agent-skills — game-dev skills for AI coding agents.
Repo: gamedev-skills/awesome-gamedev-agent-skills
Other skills on awesome-gamedev-agent-skills.
- /camera-systems
Build game cameras that feel good — 2D follow with a deadzone, look-ahead, smoothing, and level-bounds clamping; 3D third-person orbit with collision and first-person look; plus multi-target framing and a shake hook. Engine-neutral techniques that pair with the engine's camera
Open skill - /create-game-assets
Plan, generate, source, normalize, and validate cohesive visual game assets. Use for art direction, style bibles, sprites, tilesets, backgrounds, UI art, icons, textures, concept art, or 3D asset briefs.
Open skill - /dialogue-systems
Build branching dialogue and narrative — a node/choice graph with conditions, variables, and localization hooks — and choose between authoring tools Ink and Yarn Spinner or a custom data-driven runner. Engine-neutral. Use when the user mentions dialogue system, branching
Open skill - /game-ai
Design NPC and enemy decision-making with finite state machines, behavior trees, steering behaviors, and A* pathfinding — engine-neutral algorithms that pair with the detected engine's navigation API. Use when building enemy AI, an FSM or behavior tree, steering/flocking, or
Open skill - /game-feel
Add "juice" and game feel that makes actions satisfying — screen shake, hit-stop/freeze frames, tweened/eased motion, squash & stretch, knockback, and layered audio-visual feedback — as engine-neutral techniques that pair with the detected engine's tween, particle, and camera
Open skill - /game-ui-ux
Design and build game UI/UX — HUDs, menus, and overlays — that survive every screen: anchor- based responsive layout, resolution/aspect scaling and safe areas, keyboard/gamepad focus navigation, a screen/menu state stack, and event-driven (not polled) HUD updates. Engine-
Open skill

