Install
$ agentstack add skill-gamedev-skills-awesome-gamedev-agent-skills-audio-design ✓ scanned · ✓ verified — works with Claude Code, Cursor, and more.
Security review
✓ PassedNo issues found. Passed automated security review. · v0.1.0 How review works →
- ✓ Prompt-injection patterns
- ✓ Secret / credential exfiltration
- ✓ Dangerous shell & filesystem operations
- ✓ Untrusted network calls
- ✓ Known-malicious package signatures
What it can access
- ✓ Network access No
- ✓ Filesystem access No
- ✓ Shell / process execution No
- ✓ Environment & secrets No
- ✓ Dynamic code execution No
From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.
About
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
- 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.
- Work in decibels, not linear. Perceived loudness is logarithmic. Volume
controls and automation should operate in dB; convert only at the edges.
- 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.
- Duck competing sources with a sidechain compressor (or volume automation):
when voice/important SFX plays, the music bus dips, then recovers.
- Make music adaptive via vertical layering (stems faded in/out) and/or
horizontal re-sequencing (swap segments at musical boundaries). See the reference.
- Vary repeated SFX with small random pitch/volume offsets and sample pools
so footsteps and hits don't sound robotic.
- 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..1through
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.
deltadrifts; 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.
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: gamedev-skills
- Source: gamedev-skills/awesome-gamedev-agent-skills
- License: Apache-2.0
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.