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 gamedev-skills/awesome-gamedev-agent-skills --skill audio-design --agent claude-code
Same command for any agent — swap --agent for codex, cursor, copilot.
Weekly change comes from our own snapshots, not the repository page — it measures attention, not adoption.
# 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 hundred
- When to use
- Core workflow
- Patterns
- 1. Bus routing and dB gain
- 2. Ducking via sidechain (music dips under voice)
- 3. SFX variation (kill the "machine gun" repeat)
- 4. Beat-synced events (quantize to the music grid)
- Pitfalls
- References
- Related skills
What does the audio-design skill do?
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 do I install it?
Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill audio-design --agent claude-code` — it drops the skill into your project so the agent can pick it up. Swap the --agent value for codex, cursor or copilot if you use one of those.
Where does this skill come from?
From gamedev-skills/awesome-gamedev-agent-skills, a repository with 406 stars. We read it straight from the repository tree rather than a submitted listing, so what you see here is what is actually published.
Is a popular skill a good skill?
Not necessarily. Stars measure attention, not adoption — a repository can trend for a week and be abandoned. That is why we show the weekly change from our own snapshots next to the total, instead of a single flattering number.
