--- name: audio-design description: > 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. --- # 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 ```gdscript # 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) ```gdscript # 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) ```gdscript # 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) ```gdscript # 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.