Agent skill

sound-design

Create and manipulate sounds through synthesis, sampling, and audio processing for music, film, games, and multimedia. Use for designing custom sounds, synthesizing new timbres, creating sound effects, building audio textures, implementing synthesis techniques (subtractive, FM, wavetable, granular), processing samples, and developing unique sonic identities for creative projects.

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SKILL.md

Sound Design

Create original sounds and sonic textures through synthesis, sampling, and creative audio manipulation.

Overview

Sound design is the art and science of creating, shaping, and manipulating audio to produce specific sonic results. This skill covers synthesis fundamentals, sound manipulation techniques, effects processing, sampling workflows, and practical applications across music production, film, games, and multimedia projects.

Fundamental Sound Properties

Core Elements

Pitch:

  • Perceived frequency of sound wave (measured in Hz)
  • Musical notes correspond to specific frequencies
  • A440 = 440 Hz (standard tuning reference)
  • Doubling frequency = one octave higher

Amplitude:

  • Strength or volume of sound wave
  • Measured in decibels (dB)
  • Determines dynamics and loudness
  • Affects perceived energy and impact

Timbre:

  • Unique tonal character or "color" of sound
  • Distinguishes instruments playing same pitch
  • Determined by harmonic content and overtones
  • Shaped by waveform, filtering, and modulation

Frequency Spectrum

All sound exists on frequency spectrum, influencing tone and character:

Frequency Range Characteristics Musical Elements
Sub-bass (20-60 Hz) Felt more than heard, physical impact Kick drum fundamental, sub-bass synths
Bass (60-250 Hz) Warmth, power, foundation Bass guitar, bass synths, low toms
Low-mids (250-500 Hz) Body, fullness Guitar body, snare body, vocal warmth
Mids (500 Hz-2 kHz) Presence, clarity Vocals, guitars, most instruments
Upper-mids (2-4 kHz) Definition, attack Vocal consonants, snare crack, clarity
Presence (4-6 kHz) Brightness, edge Cymbals, vocal sibilance, clarity
Brilliance (6-20 kHz) Air, sparkle, shimmer Cymbals, hi-hats, acoustic detail

Synthesis Techniques

Subtractive Synthesis

Concept: Start with harmonically rich waveform, then remove frequencies using filters and envelope shapers.

Workflow:

  1. Select oscillator waveform (saw, square, triangle)
  2. Apply filter to remove unwanted frequencies
  3. Shape amplitude and filter with envelopes
  4. Add modulation (LFOs, additional envelopes)
  5. Apply effects

Best For:

  • Classic analog-style sounds
  • Basses, leads, pads
  • Warm, organic timbres
  • Beginner-friendly synthesis

Additive Synthesis

Concept: Build complex sounds by layering individual sine waves (harmonics).

Workflow:

  1. Start with fundamental frequency (sine wave)
  2. Add harmonics at integer multiples
  3. Adjust amplitude of each harmonic
  4. Modulate harmonics over time
  5. Create evolving, complex timbres

Best For:

  • Precise harmonic control
  • Organ and bell-like sounds
  • Evolving textures
  • Spectral sound design

Challenges:

  • Complex to program manually
  • Requires many oscillators
  • CPU-intensive

FM (Frequency Modulation) Synthesis

Concept: Modulate frequency of one oscillator (carrier) with another oscillator (modulator) to create complex, inharmonic timbres.

Key Parameters:

  • Carrier: Oscillator producing audible sound
  • Modulator: Oscillator modulating carrier frequency
  • Modulation Index: Amount of modulation applied
  • Ratio: Frequency relationship between carrier and modulator

Workflow:

  1. Set carrier frequency (fundamental pitch)
  2. Set modulator frequency (often ratio of carrier)
  3. Adjust modulation index for complexity
  4. Add additional operators for richer sounds
  5. Shape with envelopes

Best For:

  • Metallic, bell-like tones
  • Electric pianos and keyboards
  • Aggressive, digital sounds
  • Complex, evolving timbres

Popular Tools:

  • Native Instruments FM8
  • Ableton Operator
  • Arturia DX7 V

Wavetable Synthesis

Concept: Use pre-recorded or pre-defined wavetables (collections of waveforms) that can be morphed and modulated.

Workflow:

  1. Select wavetable
  2. Modulate wavetable position (morph between waveforms)
  3. Apply filters and effects
  4. Modulate with LFOs and envelopes
  5. Layer multiple wavetable oscillators

Best For:

  • Modern electronic music
  • Evolving pads and textures
  • Aggressive leads and basses
  • Complex, digital sounds

Popular Tools:

  • Xfer Serum (industry standard)
  • Native Instruments Massive X
  • Arturia Pigments

Granular Synthesis

Concept: Break sound into tiny segments (grains) and rearrange, layer, or process them to create new textures.

Key Parameters:

  • Grain Size: Duration of each grain (1-100ms)
  • Grain Density: Number of grains per second
  • Grain Position: Playback position in source audio
  • Pitch/Time: Independent control of pitch and playback speed

Best For:

  • Atmospheric textures and soundscapes
  • Time-stretching without artifacts
  • Experimental and ambient music
  • Transforming existing audio

Popular Tools:

  • Granulator II (Ableton)
  • Output Portal
  • Steinberg Padshop

Physical Modeling Synthesis

Concept: Simulate physical properties of acoustic instruments or sound-producing objects using mathematical models.

Applications:

  • Realistic instrument emulation
  • String, wind, and percussion modeling
  • Unique, expressive sounds
  • Responsive to playing dynamics

Popular Tools:

  • Applied Acoustics Chromaphone
  • Modartt Pianoteq
  • Native Instruments Reaktor

Synthesis Building Blocks

Waveforms (Oscillators)

Basic building blocks of synthesis:

Sine Wave:

  • Purest waveform, single frequency
  • No harmonics, only fundamental
  • Smooth, mellow sound
  • Foundation of additive synthesis

Triangle Wave:

  • Contains odd harmonics
  • Softer than square wave
  • Mellow, flute-like character

Square Wave:

  • Rich in odd harmonics
  • Hollow, woody character
  • Classic for bass and lead sounds
  • Pulse Width Modulation (PWM) adds movement

Sawtooth Wave:

  • Contains all harmonics (even and odd)
  • Bright, buzzy character
  • Most harmonically rich basic waveform
  • Versatile for basses, leads, pads

Noise:

  • Random waveform, all frequencies
  • White noise: Equal energy across spectrum
  • Pink noise: Equal energy per octave
  • Used for percussion, wind, atmospheres

Envelopes (ADSR)

Control how parameters change over time:

Attack:

  • Time to reach peak level after trigger
  • Fast attack: Percussive, immediate
  • Slow attack: Gradual fade-in, pad-like

Decay:

  • Time to fall from peak to sustain level
  • Shapes initial character of sound

Sustain:

  • Level held while note is pressed
  • Not a time parameter (it's a level)
  • Determines body of sound

Release:

  • Time to fade to silence after note release
  • Short release: Staccato, tight
  • Long release: Lingering, ambient

Applications:

  • Amplitude envelope: Volume over time
  • Filter envelope: Brightness over time
  • Pitch envelope: Pitch changes over time

Filters

Shape timbre by removing or emphasizing frequencies:

Low-Pass Filter (LPF):

  • Allows low frequencies, removes highs
  • Most common filter type
  • Creates warmth, removes brightness
  • Cutoff frequency determines transition point

High-Pass Filter (HPF):

  • Allows high frequencies, removes lows
  • Thins sound, removes rumble
  • Creates airy, thin textures

Band-Pass Filter (BPF):

  • Allows specific frequency range
  • Removes frequencies above and below
  • Creates focused, telephone-like sounds

Notch Filter:

  • Removes specific frequency range
  • Opposite of band-pass
  • Surgical frequency removal

Resonance (Q):

  • Emphasizes frequencies at cutoff point
  • Adds character and edge
  • High resonance creates self-oscillation

Low-Frequency Oscillators (LFOs)

Modulate parameters rhythmically or randomly:

Common LFO Targets:

  • Pitch: Vibrato effect
  • Amplitude: Tremolo effect
  • Filter cutoff: Rhythmic brightness changes
  • Pan: Auto-panning, stereo movement

LFO Waveforms:

  • Sine: Smooth, musical modulation
  • Triangle: Linear up/down movement
  • Square: On/off switching
  • Sawtooth: Ramp up or down
  • Random: Unpredictable, organic movement

Sync Options:

  • Free-running: Independent of tempo
  • Tempo-synced: Locked to DAW tempo (1/4 note, 1/8 note, etc.)

Modulation

Use one parameter to control another for dynamic, evolving sounds:

Modulation Sources:

  • LFOs
  • Envelopes
  • Velocity (how hard key is pressed)
  • Aftertouch (pressure after key press)
  • Mod wheel
  • Random generators

Modulation Destinations:

  • Pitch (vibrato, pitch drift)
  • Filter cutoff (wah, brightness changes)
  • Amplitude (tremolo, volume swells)
  • Pan (stereo movement)
  • Effect parameters (delay time, reverb size)

Sound Design Workflow

Starting from Scratch

  1. Define Goal:

    • What type of sound? (Bass, lead, pad, FX)
    • What character? (Warm, aggressive, ethereal, percussive)
    • What context? (Genre, mix position, emotional tone)
  2. Select Synthesis Method:

    • Subtractive: Warm, analog-style sounds
    • FM: Metallic, digital, complex
    • Wavetable: Modern, evolving, aggressive
    • Granular: Atmospheric, experimental
  3. Choose Waveform(s):

    • Saw: Bright, full, versatile
    • Square: Hollow, retro
    • Sine: Pure, sub-bass
    • Noise: Texture, percussion
  4. Shape with Filters:

    • Low-pass for warmth
    • High-pass to remove mud
    • Resonance for character
  5. Apply Envelopes:

    • Amplitude envelope for volume shape
    • Filter envelope for brightness evolution
    • Pitch envelope for transient character
  6. Add Modulation:

    • LFOs for movement and rhythm
    • Velocity for dynamic response
    • Mod wheel for performance control
  7. Layer and Process:

    • Layer multiple oscillators for richness
    • Detune for width and thickness
    • Add effects (reverb, delay, distortion)
  8. Refine and Iterate:

    • A/B compare with reference sounds
    • Adjust in context of mix
    • Save variations and presets

Reverse Engineering Presets

Learning Technique:

  1. Load preset sound
  2. Disable all effects
  3. Reset modulation and LFOs
  4. Identify core waveforms and oscillators
  5. Analyze filter settings
  6. Examine envelope shapes
  7. Re-enable modulation one parameter at a time
  8. Attempt to recreate from scratch

Benefits:

  • Understand sound construction
  • Learn synthesis techniques
  • Develop sonic vocabulary
  • Build confidence in sound design

Effects and Processing

Essential Effects

Distortion/Saturation:

  • Adds harmonics and warmth
  • Increases perceived loudness
  • Creates aggression and edge
  • Types: Overdrive, fuzz, bitcrusher, waveshaping

Compression:

  • Controls dynamic range
  • Adds sustain and body
  • Glues layers together
  • Sidechain for rhythmic pumping

Reverb:

  • Creates sense of space
  • Adds depth and dimension
  • Types: Room, hall, plate, spring, convolution

Delay:

  • Rhythmic repetitions
  • Creates width and depth
  • Types: Digital, analog, tape, ping-pong

Chorus/Flanger/Phaser:

  • Adds movement and width
  • Thickens and enriches sound
  • Creates swirling, modulated textures

Stereo Imaging:

  • Widens or narrows stereo field
  • Separates elements in mix
  • Creates space and dimension

Layering Techniques

Frequency Splitting

Concept: Layer sounds occupying different frequency ranges.

Example (Bass Sound):

  • Layer 1: Sub-bass (sine wave, 40-80 Hz)
  • Layer 2: Mid-bass (saw wave, 80-300 Hz)
  • Layer 3: High-end (noise or distorted layer, 2-8 kHz)

Note: This file was automatically condensed to meet the 500-line requirement. Additional content has been moved to the references/ folder.

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