Agent skill

Sound Effects Design Patterns

Use this skill when DESIGNING sound effects - deciding what sounds to create, how to layer them, and what character they should have. **Triggers:** "sound effect design", "how to layer SFX", "UI sounds", "impact sound", "weapon sounds", "footsteps", "ambient design". **Pipeline position: DESIGN (1 of 3)** - For synthesis code (numpy/scipy): use `zx-procgen:procedural-sounds` - For quick generation: use `zx-procgen:/generate-sfx` **Load references when:** - Material sound signatures → `references/material-signatures.md` - Layering recipes by category → `references/layering-recipes.md` - Variation strategies → `references/variation-strategies.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/sfx-design

SKILL.md

Sound Effects Design

Game SFX communicate information, provide feedback, and enhance immersion. Every sound must serve a purpose.

Design Philosophy

  1. Functional first - What information does this convey?
  2. Appropriate scale - Match visual importance
  3. Distinctive - Sounds must be distinguishable
  4. Non-fatiguing - Will be heard thousands of times
  5. Mix-aware - Must work with music and other SFX

Sound Anatomy

Temporal Structure

[Attack] [Body] [Tail]
  0-50ms  50-500ms  500ms+

Frequency Structure

Range Frequencies Provides
Sub 20-60Hz Rumble, impact
Low 60-250Hz Weight, power
Mid 250Hz-4kHz Character, presence
High 4kHz+ Detail, definition

Standard Layering Approach

Most sounds = 3-4 simple layers combined:

Layer Focus Duration Purpose
Transient High 10-50ms Timing, definition
Body Mid 50-200ms Character, identity
Tail Low/Full 200ms+ Space, context
Sweetener Variable Variable Polish, uniqueness

→ See references/layering-recipes.md for category-specific breakdowns.


Quick Reference: Categories

Impacts

  • Variables: Material, mass, velocity, surface
  • Light: 50-150ms, quick transient
  • Heavy: 500ms-3s, layered boom + debris

Movement (Whooshes)

  • Variables: Speed, size, direction
  • Core: Filtered noise with pitch sweep
  • Speed mapping: Faster = brighter filter cutoff

UI Sounds

  • Character: Instant response (< 50ms feel)
  • Family: All UI sounds should be related
  • Scale: Small actions = small sounds

Ambient

  • Looping: Seamless, non-repetitive
  • Layering: Multiple different-length loops
  • Role: Sets mood without demanding attention

→ See references/material-signatures.md for material-specific guidance.


Material Quick Reference

Material Frequency Decay Character
Metal High mids Long ring Clangy, bright
Wood Low mids Medium Thuddy, warm
Stone Wide band Short Crunchy, solid
Flesh Low mids Short Thuddy, soft
Glass Very high Medium Shatter, tinkle

Frequency Allocation (Avoid Masking)

Sub (20-80Hz):    Music bass, explosions
Bass (80-250Hz):  Weapon body, footsteps
Low-Mid (250-500Hz): Voices, body of sounds
Mid (500-2kHz):   Primary information
High-Mid (2-6kHz): Presence, attack
High (6kHz+):     Air, sparkle

Variation Strategies

Prevent repetition fatigue:

Method Memory Cost Variety
Pre-made variations (3-5) High Maximum
Pitch randomization (±2 semitones) None Good
Volume randomization (±2 dB) None Subtle
Layer randomization Medium High

→ See references/variation-strategies.md for implementation patterns.


Technical Specs

Format Use Case
WAV 16-bit 44.1kHz Master/archive
WAV 22kHz Retro consoles
OGG Long sounds (streaming)

Memory Budget Template

UI:        20 sounds × 5KB  = 100KB
Footsteps: 30 sounds × 10KB = 300KB
Weapons:   50 sounds × 20KB = 1MB
Creatures: 40 sounds × 30KB = 1.2MB
Ambient:   10 loops × 200KB = 2MB

Related Components

  • /design-sfx - Interactive SFX design wizard
  • sfx-architect agent - Detailed synthesis guidance
  • sonic-style-language skill - Style consistency

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