Agent skill

Audio Integration

Use this skill when integrating audio into a game - mixing, prioritization, spatial audio, ducking, and audio states. **Triggers:** "audio mixing", "ducking", "sidechain", "audio priority", "spatial audio", "3D audio", "reverb zones", "audio bus", "loudness", "audio states". **Load references when:** - Bus structure templates → `references/bus-templates.md` - Ducking configurations → `references/ducking-recipes.md` - Spatial audio patterns → `references/spatial-audio.md` - Audio state machines → `references/audio-states.md`

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Install this agent skill to your Project

npx add-skill https://github.com/majiayu000/claude-skill-registry/tree/main/skills/other/audio-integration

SKILL.md

Audio Integration

How audio elements work together in a game: mixing, prioritization, spatial positioning, and dynamic systems.

Mix Architecture

Standard Bus Structure

                    [Master Bus]
           ┌────────────┼────────────┐
        [Music]       [SFX]       [Voice]
           │            │
    ┌──────┴──────┐  ┌──┴───┬─────┐
[Ambient] [Combat] [UI] [World] [Creatures]

Bus Purposes

Bus Contents Processing
Master Everything Final limiter
Music All music Ducking input
SFX All effects Compression
Voice Dialogue De-esser, comp
UI Interface Dry, consistent

→ See references/bus-templates.md for full configurations.


Mix Priorities

Not all sounds are equal:

Priority Category Behavior
1 (Critical) Player damage, alerts Always audible
2 (High) Player actions, dialogue Clear and present
3 (Medium) Enemy sounds, music Supporting
4 (Low) Ambient details Background
5 (Background) Environmental loops Atmospheric

Voice stealing: When max voices reached, steal from lower priorities.


Ducking

Lower some sounds when others play.

Common Relationships

Trigger Target Amount Purpose
Voice Music -6 to -12dB Hear dialogue
SFX Music -3 to -6dB Hear actions
Critical All -6dB Emergency alerts

Parameters:

  • Threshold: Level that triggers ducking
  • Duck amount: How much to reduce (dB)
  • Attack: How fast to duck (10-50ms)
  • Release: How fast to recover (200-500ms)

→ See references/ducking-recipes.md for implementation patterns.


Spatial Audio

Distance Attenuation

Sound Type Min Dist Max Dist Curve
Voice 1m 15m Linear
Footsteps 0.5m 20m Inverse
Gunshots 5m 200m Logarithmic
Ambient point 2m 50m Linear
UI N/A N/A 2D (no falloff)

Occlusion

When sounds are blocked:

  • Reduce volume (50% at full occlusion)
  • Apply low-pass filter (20kHz → 500Hz)
  • Muffled = blocked by walls

→ See references/spatial-audio.md for panning and occlusion code.


Reverb Zones

Space Decay Early Reflections Wet Level
Small room 0.3-0.8s High 20-40%
Large hall 1.5-3s Medium 30-50%
Cathedral 4-8s Low 40-60%
Outdoor 0.1-0.3s Very low 10-20%
Cave 2-5s High 50-70%

Per-sound reverb sends:

  • Dialogue: Low (clarity)
  • Footsteps: Match environment
  • Music: Baked-in reverb

Dynamic Range

Compression by Context

Context Ratio Attack Release
Dialogue 3:1 10ms 200ms
SFX Bus 2:1 1ms 100ms
Music 2:1 10ms 300ms
Master 4:1 5ms 200ms

Loudness Targets

Platform Target True Peak
PC/Console -14 LUFS -1 dBTP
Mobile -16 LUFS -1 dBTP

Audio States

Change audio based on game state:

State Music SFX Ambient Notes
Menu 100% 50% 0% Focus on music
Exploration 80% 100% 100% Full soundscape
Combat 100% 110% 50% SFX priority
Cutscene 100% 80% 60% Dialogue priority
Paused 30% 0% 0% Minimal

Transitions: Crossfade between states (500ms-2s).

→ See references/audio-states.md for state machine patterns.


Performance

Voice Management

  • Max voices: 32-64 typical
  • Priority-based stealing
  • Distance-based LOD (reduce update rate for distant sounds)

Memory Management

Load Type Size Use Case
Resident < 500KB Frequent sounds
Streaming > 500KB Music, long ambient
On-demand Rare One-time sounds

Testing Checklist

  • All sounds play without errors
  • No clipping at master bus
  • Priorities work (spawn 100 sounds)
  • Ducking sounds natural
  • Spatial audio pans correctly
  • State transitions smooth
  • Performance within budget

Related Components

  • sonic-style-language skill - Style consistency
  • audio-coherence-reviewer agent - Validate integration
  • /establish-sonic-identity - Set mix priorities

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