Plan, design, and implement A/B tests and experiments with statistical rigor. Covers hypothesis frameworks, sample sizing, metrics, and result analysis.
日本語の概要は準備中です。原文の説明を表示しています。
Procedural audio: footsteps, wind, ambiences and surfaces through synthesis instead of samples. Decide when it pays off, design the model and budget CPU. Use for: procedural sound, synthetic footsteps, generative ambience, reducing audio memory.
日本語の概要は準備中です。原文の説明を表示しています。
実行スコア 未検証
インストール方法を見るインストールする前に、エージェントに与えられる指示の中身を確認できます。
Solves through generation the audio systems where sampling does not scale: high trigger frequency crossed with many dimensions of variation.
Synthesis is not free: it costs CPU per frame and tuning work. Do not use it for hero sounds (the main weapon, the victory theme) — there a well-designed sample wins in quality and control. Synthesis pays off on what is frequent and variable, not on what is memorable and unique.
| Mode | What it does |
|---|---|
decide | Only the evaluation: synthesize or sample? Asset count and budget |
footsteps | Designs the footstep model with per-surface resonances |
wind | Designs the layered wind model |
ambience | Designs the hybrid ambience: sampled bed + procedural detail |
budget | Only the CPU budget and where each model runs |
Evaluate two axes: trigger frequency and dimensions of variation.
| Few dimensions | Many dimensions | |
|---|---|---|
| Low frequency | Sample. Always | Sample with layer swapping |
| High frequency | Sample + round-robin | Procedural |
The canonical case: footsteps on 6 surfaces × 3 intensities, with 20 variants each, are 360 files (~180 MB) — and even so the repetition is audible in long sessions. A procedural model is ~50 KB with infinite variation.
Before committing, do the math explicitly:
assets = surfaces × intensities × variants
memory ≈ assets × average_size
If the result is in the three digits of files, synthesis already justifies itself.
This is what decides whether the model fits or not. Reference costs per source:
| Operation | Cost |
|---|---|
| Procedural footstep | ~1-2 ms |
| Wind synthesis | ~0.5 ms/frame |
| HRTF convolution (512 taps) | ~2 ms/source |
| Ambisonic encode | ~0.1 ms/source |
| Ambisonic decode to binaural | ~1 ms total |
The total audio budget is 5-10% of frame time. At 60 fps the frame is 16.6 ms, so all of audio gets ~0.8-1.7 ms. A 1-2 ms procedural footstep does not fit in a single frame: it has to be amortized (generated ahead of time, the result cached, or generated on an audio thread with a buffer).
That is the most common calculation mistake: reading "1-2 ms per footstep" and assuming it can be done inline in the update. In a 5-10 ms audio callback at 48 kHz / 512 samples there is margin; in the render frame there is not.
Three components, each with exposed parameters:
Resonant frequencies per surface:
| Surface | Frequency | Texture |
|---|---|---|
| Concrete | 150 Hz | Minimal, dry attack |
| Wood | 250 Hz | Long resonance, creak |
| Metal | 500 Hz | Very long tail, harmonics |
| Gravel | 300 Hz | Noise-dominant, long |
Input parameters from gameplay, all normalized 0-1:
| Parameter | Effect |
|---|---|
| Material | Selects frequency and texture profile |
| Intensity (speed) | Amplitude, brightness, attack duration |
| Character weight | Base frequency, amount of sub |
| Surface wetness | Water layer, damping of the resonance |
The variation comes from slightly randomizing each parameter per step, not from choosing between files. That is what makes the variation infinite.
Filtered noise with slow modulation, in layers:
Main parameter: intensity 0-1, mapped to cutoff, modulation depth and whistle presence. A single parameter drives everything from breeze to storm.
Pure ambience synthesis usually sounds synthetic. The hybrid approach wins:
The feeling of "alive" comes from the temporal and spatial distribution of the details, not from synthesizing them. A sampled bird that appears at unpredictable positions and moments sounds more alive than a synthesized one on a fixed loop.
<path>?" before using WriteEvery platform has a floor. If the procedural model does not fit on the lowest target platform, a reduced sample path is needed. Decide it in the design, not when certification fails.
→ Read references/anti-patterns.md
/sfx-design for the hero sounds, which remain samples/audio-audit to measure the real CPU cost at runtime, not the estimate/middleware-integration to expose the parameters as RTPCs/spatial-audio if the procedural sources are also positioned in 3Dまだレビューはありません。使ってみた感想をお寄せください。
ログインなしで書き込めます。使ってみた感想、質問、動かなかった環境などを気軽にどうぞ。
まだコメントはありません。最初のコメントを書いてみませんか。
Plan, design, and implement A/B tests and experiments with statistical rigor. Covers hypothesis frameworks, sample sizing, metrics, and result analysis.
日本語の概要は準備中です。原文の説明を表示しています。
Web/mobile accessibility decision guide: WCAG 2.2 AA, ARIA, keyboard nav, focus management, contrast, testing. Use for: a11y, accessibility, wcag, aria, screen reader, keyboard, contrast.
日本語の概要は準備中です。原文の説明を表示しています。
Generate, iterate, and scale ad creative for paid advertising across Google, Meta, LinkedIn, and X. Covers platform specs, creative frameworks, and quality validation.
日本語の概要は準備中です。原文の説明を表示しています。
Interactive music for games: vertical layering, horizontal re-sequencing, stingers, transition rules with sync points, and mapping gameplay states to music. Use for: adaptive music, dynamic music system, musical transitions, combat music.
日本語の概要は準備中です。原文の説明を表示しています。
Design multi-agent systems, create agent architectures, define communication patterns, and build autonomous agent workflows with structured evaluation frameworks.
日本語の概要は準備中です。原文の説明を表示しています。
Inter-agent communication protocol for C-suite agent teams. Defines invocation syntax, loop prevention, isolation rules, response formats, and quality loops.
日本語の概要は準備中です。原文の説明を表示しています。