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gamedev-audio-design

Imported awesome-gamedev-agent-skills guidance for audio-design workflows in game development projects. Use when designing audio buses and mixing, ducking music under dialogue, adaptive music, or SFX variation.

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Preis unbestätigt★ 20 GitHub-StarsVerzeichnis aktualisiert · 13. Okt. 2026agent-skill

Übersicht

Imported awesome-gamedev-agent-skills guidance for audio-design workflows in game development projects. Use when designing audio buses and mixing, ducking music under dialogue, adaptive music, or SFX variation.

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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-shots
4. 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 segments that respond to state (see the reference).
  • Beat sync off frame time. delta drifts; read the audio playback position for musical timing, and account for output latency.
  • Unbounded one-shot players: spawning AudioStreamPlayers without freeing them leaks. Free on finished, or use a small pool.

References

  • references/adaptive-music.md — vertical layering vs horizontal re-sequencing, transition timing (bars/quantize), stingers, intensity mapping, and crossfades.
  • godot-audio — buses, AudioStreamPlayer, effects, and sync-to-beat in Godot.
  • input-systems — trigger audio from input actions.
  • physics-tuning — collision events that drive impact SFX.
  • platformer, roguelike — genres whose feel leans on audio feedback.
Dateimetadaten
name: gamedev-audio-design
description: "Imported awesome-gamedev-agent-skills guidance for audio-design workflows in game development projects. Use when designing audio buses and mixing, ducking music under dialogue, adaptive music, or SFX variation."
Originaltext anzeigen
---
name: gamedev-audio-design
description: "Imported awesome-gamedev-agent-skills guidance for audio-design workflows in game development projects. Use when designing audio buses and mixing, ducking music under dialogue, adaptive music, or SFX variation."
---
# 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

```gdscript
# 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)

```gdscript
# 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)

```gdscript
# 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-shots
```

### 4. Beat-synced events (quantize to the music grid)

```gdscript
# 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
  segments that respond to state (see the reference).
- **Beat sync off frame time.** `delta` drifts; read the **audio playback
  position** for musical timing, and account for output latency.
- **Unbounded one-shot players**: spawning AudioStreamPlayers without freeing
  them leaks. Free on `finished`, or use a small pool.

## References

- `references/adaptive-music.md` — vertical layering vs horizontal re-sequencing,
  transition timing (bars/quantize), stingers, intensity mapping, and crossfades.

## Related skills

- `godot-audio` — buses, `AudioStreamPlayer`, effects, and sync-to-beat in Godot.
- `input-systems` — trigger audio from input actions.
- `physics-tuning` — collision events that drive impact SFX.
- `platformer`, `roguelike` — genres whose feel leans on audio feedback.

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  • Quality score needs review
  • GitHub adoption: 20 GitHub stars
  • Stars/forks activity: 20 stars, 2 forks; issue activity unavailable in current metadata
  • Review status: AI review approval is missing
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Quell-Repository
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Lizenz
LGPL-3.0
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Letzter GitHub-Push
12. Okt. 2026
Verzeichnis aktualisiert
13. Okt. 2026

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Qualität

54/100

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  • This skill may touch real-money trading, broker, wallet, or exchange operations; use only in a sandbox with explicit approval.
  • Quality score needs review
  • GitHub adoption: 20 GitHub stars
  • Stars/forks activity: 20 stars, 2 forks; issue activity unavailable in current metadata
  • Review status: AI review approval is missing
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Weitere Details
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    "score": 0,
    "tier": "unproven",
    "label": "Needs first agent run",
    "summary": "No agent outcome reports yet. Use Resolve, run one narrow sandbox task, then report the result.",
    "metrics": {
      "totalOutcomes": 0,
      "successfulOutcomes": 0,
      "failedOutcomes": 0,
      "installAttempts": 0,
      "installSuccessRate": null,
      "successRate": null,
      "recentSuccessRate": null,
      "recentFailureRate": null,
      "riskBlocked": 0,
      "setupRequired": 0,
      "notRelevant": 0,
      "avgOutputQuality": null,
      "avgTimeToUsefulMs": null,
      "productionOutcomes": 0,
      "humanReviewRequired": 0,
      "uniqueAgents": 0,
      "lastOutcomeAt": null
    },
    "signals": [],
    "penalties": [
      "No real agent outcome evidence yet"
    ]
  },
  "audit": {
    "score": 75,
    "risk_level": "risky",
    "risk_label": "Risky",
    "warnings": [
      "Potential broker, wallet, exchange, or real-money execution surface; sandbox and explicit approval are required",
      "Low GitHub adoption signal",
      "AI review approval is missing",
      "This skill may touch real-money trading, broker, wallet, or exchange operations; use only in a sandbox with explicit approval.",
      "Quality score needs review",
      "GitHub adoption: 20 GitHub stars",
      "Stars/forks activity: 20 stars, 2 forks; issue activity unavailable in current metadata",
      "Review status: AI review approval is missing"
    ]
  },
  "safety_gate": {
    "tier": "blocked",
    "label": "Blocked for auto-install",
    "auto_install_policy": "block",
    "auto_install_allowed": false,
    "human_review_required": true,
    "blocked": true,
    "recommended_action": "Do not auto-install. Inspect the source, dependencies, and permission surface first."
  },
  "quality": {
    "score": 54,
    "label": "Needs review"
  },
  "supply": {
    "track": "Design and creative production",
    "scenario": "Multimodal media",
    "maintenance": "1d since push",
    "risk": "Risky"
  },
  "alternative_skills": [
    {
      "slug": "latent-spaces-brag-slim",
      "name": "brag-slim",
      "url": "https://www.openagentskill.com/skills/latent-spaces-brag-slim",
      "stars": 13807,
      "install_command": "npx skills add latent-spaces/brag --skill brag-slim",
      "trust_score": 81,
      "audit_score": 84
    }
  ],
  "do_not_use_when": [
    "teams that need a vendor-supported SLA",
    "production agents without a repository review",
    "Low GitHub adoption signal",
    "No OpenAgentSkill engagement data yet",
    "Audit risk risky exceeds max_risk=medium",
    "Potential broker, wallet, exchange, or real-money execution surface; sandbox and explicit approval are required",
    "AI review approval is missing",
    "This skill may touch real-money trading, broker, wallet, or exchange operations; use only in a sandbox with explicit approval."
  ],
  "agent_contract": {
    "task_input": "Use gamedev-audio-design in an agent workflow",
    "recommended_action": "Do not auto-install. Inspect the source, dependencies, and permission surface first.",
    "install_policy": "block",
    "minimum_review_before_use": [
      "Trust: 74/100 Strong shortlist",
      "Audit: 75/100 Risky",
      "Safety: 63/100 Avoid automatic install",
      "Review repository, license, install command, and permission surface before production use."
    ],
    "expected_agent_output": {
      "selected_skill": "bgrenat-gamedev-audio-design (gamedev-audio-design)",
      "install_command": "npx skills add bgrenat/godot-game-dev-studio --skill gamedev-audio-design",
      "risk_summary": "Risky; Blocked for auto-install; Review before production",
      "verification_result": "Report the smallest successful task, files touched, warnings, and any missing setup."
    }
  },
  "outcome_feedback": {
    "endpoint": "https://www.openagentskill.com/api/agent/outcome",
    "method": "POST",
    "requires_resolve_event_id": true,
    "event_id_source": "Use install_receipt.outcome_feedback.event_id or feedback.event_id returned by /api/agent/resolve for the current task.",
    "expected_outcomes": [
      "success",
      "failed",
      "not_relevant",
      "blocked_by_risk",
      "setup_required"
    ],
    "payload_template": {
      "event_id": "<install_receipt.outcome_feedback.event_id or feedback.event_id from /api/agent/resolve>",
      "skill_slug": "bgrenat-gamedev-audio-design",
      "task": "Use gamedev-audio-design in an agent workflow",
      "agent": "codex",
      "outcome": "success",
      "install_used": true,
      "risk_blocked": false,
      "setup_required": false,
      "task_success": true,
      "output_quality": 4,
      "error_type": null,
      "human_review_required": false,
      "workspace": "sandbox",
      "time_to_useful_ms": 120000,
      "notes": "Report the smallest successful task, setup friction, files touched, and risk notes."
    }
  },
  "endpoints": {
    "web": "https://www.openagentskill.com/skills/bgrenat-gamedev-audio-design",
    "api": "https://www.openagentskill.com/api/agent/skills/bgrenat-gamedev-audio-design",
    "audit": "https://www.openagentskill.com/skills/bgrenat-gamedev-audio-design/audit",
    "eval": "https://www.openagentskill.com/api/agent/evals?slug=bgrenat-gamedev-audio-design&task=Use%20gamedev-audio-design%20in%20an%20agent%20workflow&max_risk=medium",
    "resolve": "https://www.openagentskill.com/api/agent/resolve?task=Use%20gamedev-audio-design%20in%20an%20agent%20workflow&agent=codex&max_risk=medium",
    "receipt": "https://www.openagentskill.com/api/agent/receipt?task=Use%20gamedev-audio-design%20in%20an%20agent%20workflow&agent=codex&max_risk=medium&format=text",
    "install": "https://www.openagentskill.com/api/skills/bgrenat-gamedev-audio-design/install",
    "manifest": "https://www.openagentskill.com/api/registry/manifest/bgrenat-gamedev-audio-design"
  }
}

Für Ersteller

Quelle des Eintrags

Registry-indexiert

Beanspruchbar

Dieser Eintrag wurde aus öffentlichen Quellen indexiert und ist erst nach Genehmigung eines Maintainer-Anspruchs offiziell.

Ersteller
bgrenat
Indexiert von
OpenAgentSkill Community-Index

Die Zuordnung verlinkt auf das öffentliche Repository oder Creator-Profil. Creator können den Eintrag beanspruchen, um Eigentümersignale zu aktualisieren.

Diesen Skill beanspruchen

Eigentümeranspruch

Diesen Skill-Eintrag beanspruchen

Dieser Registry-indexiert-Eintrag wird bgrenat zugeschrieben, ist aber noch nicht offiziell markiert. Beanspruche ihn, um ein verifiziertes Eigentümersignal hinzuzufügen und künftige Launch-, Installations- und Audit-Updates vertrauenswürdiger zu machen.

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Evidenz-Badges in deine README einfügen

Zeige den kanonischen Eintrag, aktuelle Vertrauens- und Audit-Signale sowie echte Agent-Proven-Evidenz dort, wo Entwickler das Repository bewerten.

[![Listed on OpenAgentSkill](https://www.openagentskill.com/api/badge/bgrenat-gamedev-audio-design?metric=listed&label=Listed)](https://www.openagentskill.com/skills/bgrenat-gamedev-audio-design?ref=github&utm_source=github&utm_medium=referral&utm_campaign=creator_badge)
[![OpenAgentSkill Trust](https://www.openagentskill.com/api/badge/bgrenat-gamedev-audio-design?metric=trust&label=Trust)](https://www.openagentskill.com/skills/bgrenat-gamedev-audio-design?ref=github&utm_source=github&utm_medium=referral&utm_campaign=creator_badge)
[![OpenAgentSkill Audit](https://www.openagentskill.com/api/badge/bgrenat-gamedev-audio-design?metric=audit&label=Audit)](https://www.openagentskill.com/skills/bgrenat-gamedev-audio-design/audit)
[![Agent Proven](https://www.openagentskill.com/api/badge/bgrenat-gamedev-audio-design?metric=proven&label=Agent%20Proven)](https://www.openagentskill.com/skills/bgrenat-gamedev-audio-design?ref=github&utm_source=github&utm_medium=referral&utm_campaign=creator_badge)

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