back
loading skill details...
Implement game audio practice — bus/mixer architecture and gain in decibels, ducking (sidechain), adaptive/dynamic music via layering and re-sequencing, SFX…
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.
don't have the plugin yet? install it then click "run inline in claude" again.