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SKILL verified MIT Self-run

Audio Loudness Normalization

skill-godot-fun-godot-framework-audio-loudness-normalization · by godot-fun

Batch-normalizes audio files to consistent LUFS loudness with true-peak limiting using FFmpeg. Use when the user wants loudness normalization, volume matching, unified audio levels, batch SFX/UI/BGM processing, or mentions LUFS, true peak, loudnorm, or inconsistent game audio.

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Install

$ agentstack add skill-godot-fun-godot-framework-audio-loudness-normalization

✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.

Security review

✓ Passed

No 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.

View the full security report →

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Reliability & compatibility

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Declared compatibility

Claude CodeClaude Desktop

Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.

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About

Audio Loudness Normalization

Batch-normalize audio to consistent LUFS with true-peak limiting. Preserves input format — same extension and sample rate as the source.

Rules

When this skill applies, read and follow [skill-dependency-manager](../../rules/skill-dependency-manager.md) — run scripts as documented, install missing tools into .dependency/.

Quick Start

Default: -14 LUFS, -1.5 dBTP, output to a sibling normalized/ folder (source files are read-only):

.dependency/python/python .cursor/skills/audio-loudness-normalization/scripts/normalize.py path/to/audio_or_folder

Example: audio/sfx/tank/tank_move.wavaudio/sfx/tank/normalized/tank_move.wav

LUFS Targets

| Category | LUFS | True peak | |----------|------|-----------| | UI / clicks | -18 to -14 | -1.5 dBTP | | Gameplay SFX | -16 to -12 | -1.5 dBTP | | Explosions | -12 to -8 | -1.5 dBTP | | Ambience | -22 to -18 | -3.0 dBTP | | BGM / voice | -16 to -14 | -1.5 dBTP |

One category per folder. Mixed folders: split first, then batch with matching -t.

Common Flags

-t / --target-lufs · -tp / --true-peak · -r (recursive) · -o / --output-dir · --dry-run · --overwrite

.dependency/python/python .cursor/skills/audio-loudness-normalization/scripts/normalize.py Audio/SFX -t -14 -r --dry-run

Never overwrite source files. The script writes only to normalized/ (or -o). Supported inputs: .wav, .mp3, .ogg, .flac, .aac, .m4a, .wma.

Agent Notes

  1. Use the bundled script (two-pass loudnorm), not hand-written FFmpeg.
  2. Preserves input format — does not resample or change container extension.
  3. Missing Python/FFmpeg → populate .dependency/ per skill-dependency-manager, retry same command.
  4. Do not copy, move, or replace the source with the normalized output — tell the user where normalized/ files are; they swap assets manually when ready.
  5. Do not use -o pointing at the source folder; the script refuses output paths that would overwrite inputs.
  6. Do not fix uneven levels with per-asset volume in game code — re-normalize sources.
  7. Engine bus defaults and rationale: [reference.md](reference.md)

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

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Versions

  • v0.1.0 Imported from the upstream source.