본문으로 건너뛰기
cccskills
무료GitHub에 공개

audio-design

Design game audio with grouped volume controls, music that responds to gameplay, and varied sound effects. Plan how music lowers during dialogue and how events follow the beat, using principles that can be adapted to different game engines.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

원문원문 설명 보기

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.

실행 점수 미검증

설치 방법 보기

이럴 때 유용합니다

  • Plan grouped volume controls for music, effects, and dialogue
  • Lower background music while dialogue plays
  • Change music layers or segments with gameplay intensity
  • Add variation to repeated footsteps and impact sounds
  • Synchronize gameplay or visual events with the beat

포함된 파일(2)

  • SKILL.md6.7 KB
  • references/adaptive-music.md3.9 KB

SKILL.md(원문)

설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.

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. 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.
  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

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..1 through 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. delta drifts; 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.

리뷰

아직 리뷰가 없습니다. 사용해 본 소감을 남겨 주세요.

댓글

로그인 없이 쓸 수 있습니다. 사용 후기, 질문, 작동하지 않은 환경 등을 편하게 남겨 주세요.

아직 댓글이 없습니다. 첫 댓글을 남겨 보세요.

보내면 바로 공개됩니다. 이메일 주소나 전화번호 같은 개인 정보는 쓰지 마세요. URL은 2개까지입니다.

0 / 1,000자

이 양식은 reCAPTCHA로 보호되며 Google 개인정보처리방침 및 서비스 약관이 적용됩니다.

같은 저장소의 스킬

Implement reusable decision systems for game characters using behavior trees, which organize conditional actions, and Utility AI, which scores available choices. Build either approach or combine them to control patrols, combat, targeting, and needs-based behavior.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Build a reusable behavior tree runtime
  • Choose attacks or targets using action scores
  • Combine patrol and combat trees with Utility AI
gamedev-skills/awesome-gamedev-agent-skills3.6천2026년 10월 23일 업데이트

bevy-ecs

무료

Build and debug Rust games in Bevy using ECS, a way to separate game data from behavior. Organize apps and plugins, query entities, control execution order, and fix conflicting data access or frame-dependent movement.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Organizing a Bevy app with plugins
  • Defining components and shared resources
  • Fixing conflicting queries and execution order
gamedev-skills/awesome-gamedev-agent-skills3.6천2026년 10월 23일 업데이트

Build and tune game cameras for smooth 2D following and 3D viewing. Covers motion smoothing, look-ahead, level boundaries, wall avoidance, and framing multiple targets, with techniques that apply across engines.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Smooth player-follow cameras in 2D games
  • Keep the camera view within level boundaries
  • Prevent third-person cameras from clipping through walls
gamedev-skills/awesome-gamedev-agent-skills3.6천2026년 10월 23일 업데이트

card-game

무료

Design the core rules of a card game, including decks, hands, discards, drawing, shuffling, turns, and resource costs. Represent card effects as data and define their resolution order so card movement and gameplay outcomes follow explicit rules.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Building a deckbuilder or trading card game
  • Implementing draws and discard reshuffling
  • Defining turn phases and card costs
gamedev-skills/awesome-gamedev-agent-skills3.6천2026년 10월 23일 업데이트

Plan and prepare consistent game artwork, from sprites and backgrounds to UI icons and 3D briefs. Organize asset requirements, generate or source related visuals, standardize files, and check their appearance and technical fit inside the game.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Create sprites and backgrounds with a consistent visual style
  • Check asset dimensions, transparency, and tile seams
  • Track asset sources and licenses before release
gamedev-skills/awesome-gamedev-agent-skills3.6천2026년 10월 23일 업데이트

Build and fix core Defold game systems in Lua, including controls, object spawning, messages between objects, and level loading. It also guides resource reference checks, Bob builds, and basic runtime checks using the headless engine.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Adding player controls and Lua game logic
  • Spawning objects and loading levels
  • Diagnosing missing resources and message address errors
gamedev-skills/awesome-gamedev-agent-skills3.6천2026년 10월 23일 업데이트

gamedev-skills의 스킬 모두 보기

이 스킬의 문제 신고