gamedev-skills/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, adaptive/dynamic music, ducking, SFX variation, music layers, or syncing gameplay to the beat.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill 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.
compression, EQ) to groups of sounds.
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.
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.
controls and automation should operate in dB; convert only at the edges.
loudness, e.g. around -14 to -16 LUFS for many games) to avoid clipping.
when voice/important SFX plays, the music bus dips, then recovers.
*horizontal* re-sequencing (swap segments at musical boundaries). See the
reference.
so footsteps and hits don't sound robotic.
mix balances, ducking is audible but not pumping, and music transitions land
on the beat — never assume from the editor meters alone.
# 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).
# 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)
# 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
# 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.
0..1 throughlinear_to_db (and back with db_to_linear). A linear slider on raw amplitude
feels like it does nothing until the very bottom.
bloats save/settings. Mix on buses.
headroom; put a limiter on Master as a safety net, not as the mixer.
breathe. Lengthen release; lower ratio.
segments that respond to state (see the reference).
delta drifts; read the **audio playbackposition** for musical timing, and account for output latency.
them leaks. Free on finished, or use a small pool.
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.Take gamedev-skills/audio-design from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.