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audio-design

/audio-design

Wdraża praktyki audio w grach, niezależnie od silnika: architektura busów i miksera, gain w decybelach, ducking, muzyka adaptacyjna, wariacje SFX i synchronizacja z beatem.

Licencja
Apache-2.0
Ostatnia zmiana repozytorium
24.10.2026

Ocena i bezpieczeństwo

100/ 100Klasa: dobry
Format25 / 25
Frontmatter z nazwą i opisem, poprawna nazwa, opis do 1024 znaków, nazwa zgodna z folderem.
Odkrywalność25 / 25
Opis mówi, kiedy użyć skilla, ma sensowną długość i jest w 3. osobie.
Treść35 / 35
Co najmniej 150 słów i do 500 linii, nagłówki, listy kroków, przykłady albo kod.
Higiena15 / 15
Bez zaślepek typu TODO, bez ścieżek Windows, z licencją.
Ryzykobrak sygnałów w skanie
Pliki w paczce
2
Skrypty
0
Komentarze HTML
0
Adresy URL w SKILL.md
0
Przestarzałość

Brak sygnałów. Repozytorium zmienione 24.10.2026, bez odwołań do wycofanych modeli i API.

Licencja

Apache-2.0, otwarta: można używać i zmieniać, z zachowaniem licencji i informacji o zmianach.

Co robi i kiedy

Wdraża praktyki audio w grach, niezależnie od silnika: architektura busów i miksera, gain w decybelach, ducking, muzyka adaptacyjna, wariacje SFX i synchronizacja z beatem.

Oryginalny opis (EN)

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.

Jak działa

  1. When to use
  2. Core workflow
  3. Patterns
  4. Pitfalls
  5. References
  6. Related skills
Sekcje z nagłówków SKILL.md, w oryginale · 182 linii, 1 299 słów
Podgląd SKILL.md
---
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 and hit a loudness target.** Keep true peaks at or below -1 dBTP and
   measure integrated loudness over a representative play session with an ITU-R BS.1770 meter.
   Sony's ASWG-R001 recommendation, the usual reference, is -24 LUFS (±2) for console/PC
   played on TVs and speakers and -18 LUFS (±2) for handheld/mobile. Music-streaming targets
   such as -14 LUFS are not game targets.
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

Snippets are Godot 4.7 GDScript; the Unity 6.3 LTS and middleware equivalents are noted
under each one.

### 1. Bus routing and slider-to-gain mapping

```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 bus gain. Squaring the slider first spreads the
# audible change over the whole travel; a raw linear-amplitude slider puts most of
# the change in the bottom fifth.
func set_bus_volume(bus_name: StringName, slider01: float) -> void:
    var idx := AudioServer.get_bus_index(bus_name)
    var gain := clampf(slider01, 0.0, 1.0)
    AudioServer.set_bus_mute(idx, gain <= 0.0)             # true silence at 0
    AudioServer.set_bus_volume_linear(idx, gain * gain)    # = set_bus_volume_db(idx, linear_to_db(gain * gain))
# WRONG: AudioServer.set_bus_volume_db(idx, slider01): "0.5" is +0.5 dB (no audible
# change) and 0 is 0 dB (full volume).
```

Unity 6.3 LTS: expose the group's Volume as a mixer parameter, then
`mixer.SetFloat("MusicVolume", 20f * Mathf.Log10(Mathf.Max(gain * gain, 0.0001f)))` (the mixer
floor is -80 dB). An `AudioSource` whose Output group is empty plays outside your mixer groups,
so no category slider or snapshot affects it: route every source.

### 2. Ducking via sidechain (music dips under voice)

A compressor on the music bus, keyed by the voice bus, lowers the music while dialogue plays and
releases afterwards. Starting values: threshold about -30 dB on the voice signal, ratio 4:1 to
8:1, attack as fast as the effect allows (up to ~10 ms), release 300-500 ms.

```gdscript
# Godot 4.7: AudioEffectCompressor reads its sidechain bus for threshold detection.
func _ready() -> void:
    var duck := AudioEffectCompressor.new()
    duck.sidechain = &"Voice"      # the bus that triggers the dip
    duck.threshold = -30.0         # dB, range -60..0
    duck.ratio = 8.0               # range 1..48
    duck.attack_us = 2000.0        # MICROseconds, range 20..2000 (2 ms is the maximum)
    duck.release_ms = 400.0        # milliseconds, range 20..2000
    AudioServer.add_bus_effect(AudioServer.get_bus_index(&"Music"), duck)

# No-compressor alternative: tween a dedicated "MusicDuck" bus that sits between
# Music and Master, so ducking never overwrites the player's Music slider.
func duck_music(active: bool) -> void:
    var idx := AudioServer.get_bus_index(&"MusicDuck")
    var from := AudioServer.get_bus_volume_db(idx)
    var to := -12.0 if active else 0.0
    create_tween().tween_method(
        func(db: float) -> void: AudioServer.set_bus_volume_db(idx, db), from, to, 0.25)
```

Unity 6.3 LTS: add a **Duck Volume** effect to the Music group and a **Send** effect on the Voice
group targeting it. FMOD Studio and Wwise have sidechain/auto-ducking on buses; prefer those over
script tweens when the project already uses middleware.

### 3. SFX variation (kill the "machine gun" repeat)

```gdscript
# Godot 4.7: AudioStreamRandomizer picks a take (no immediate repeats by default)
# and randomizes pitch and volume on every play. No per-shot node allocation.
func make_footsteps(samples: Array[AudioStream]) -> void:
    var rnd := AudioStreamRandomizer.new()
    for s in samples:
        rnd.add_stream(-1, s)                 # -1 appends; optional third arg = weight
    rnd.random_pitch_semitones = 1.0          # up to +/-1 semitone (about 6%)
    rnd.random_volume_offset_db = 2.0         # up to +/-2 dB
    $Footsteps.stream = rnd
    $Footsteps.max_polyphony = 4              # overlapping steps without new players
```

Unity 6.3 LTS has no built-in randomizer: keep an array of clips, pick one that differs from the
last, set `pitch` in a small range, and call `PlayOneShot` on a pooled `AudioSource`.

### 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
const SECONDS_PER_BEAT := 60.0 / BPM

# What the player HEARS now: playback position, plus time since the last mix
# (the position only updates once per mixed chunk), minus output latency.
func song_time() -> float:
    return ($Music.get_playback_position() + AudioServer.get_time_since_last_mix()
            - AudioServer.get_output_latency())

func current_beat() -> int:
    return int(song_time() / SECONDS_PER_BEAT)

# Quantize an action to the NEXT beat boundary instead of firing immediately.
func time_until_next_beat() -> float:
    return SECONDS_PER_BEAT - fmod(song_time(), SECONDS_PER_BEAT)
```

Unity 6.3 LTS: read `AudioSettings.dspTime` and schedule with `AudioSource.PlayScheduled(dspTime)`
for sample-accurate starts.

## Pitfalls

- **Treating slider values as dB.** Map `0..1` to gain (`linear_to_db`, or
  `set_bus_volume_linear`) and back with `db_to_linear`. A raw linear-amplitude
  slider sounds almost unchanged over most of its travel and drops off at the
  bottom; squaring (or cubing) the slider before conversion evens it out.
- **Per-clip volume instead of buses** makes a global balance pass impossible and
  bloats save/settings. Mix on buses.
- **Sources that bypass the mix.** A Unity `AudioSource` with no Output group, or a
  Godot player left on `Master`, ignores the category sliders. Route everything.
- **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.
- **Ducking that fights the volume slider.** Tweening the Music bus back to 0 dB
  overwrites the player's setting. Duck a separate bus, or use the compressor.
- **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**, add the time since the last mix, and subtract output latency.
- **Unbounded one-shot players**: spawning AudioStreamPlayers without freeing
  them leaks. Use `max_polyphony`/`AudioStreamRandomizer`, free on `finished`, or
  pool them.

## 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.
Pliki w paczce (2)
  • SKILL.md 9 KB
  • references/adaptive-music.md 5 KB

Wersje

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Zgłoś problem z tym skillem: szkodliwa treść, błędny opis albo prośba autora o usunięcie.

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