mix-dynamic-game-audio

Installation
SKILL.md

Mix Dynamic Game Audio

Design and implement responsive, non-clipping game audio architectures featuring hierarchical bus mixers, sidechain ducking, adaptive music synchronization, and pooled 3D spatial sound emitters.

Core Rules

  • Hierarchical Bus Routing: Never play raw audio clips directly to hardware output. Route every sound through an explicit bus tree (Master <- Music, SFX, Ambience, Voice/Dialogue, UI) with independent decibel (dB) volume faders and mute states.
  • Voice Stealing & Emitter Pooling: Pre-allocate a fixed pool of AudioStreamPlayer / AudioSource instances. Enforce per-cue polyphony caps (e.g., max 4 concurrent footstep or gunshot voices) with priority-based voice stealing to prevent phase cancellation and CPU overload.
  • Micro-Pitch & Volume Randomization: Apply subtle per-trigger randomization ($\pm 0.05\text{--}0.12$ pitch scale, $\pm 1.5\text{dB}$ volume offset) plus round-robin sample selection to eliminate repetitive "machine-gunning" on rapid SFX.
  • Contract Adherence: Emit contracts/schemas/implementation-result.json upon completing game audio system implementations.

Suggested Process

1. Bus Mixer Topology & Headroom Protection

Configure the master bus hierarchy with logarithmic volume conversion ($\text{dB} = 20 \log_{10}(\text{linear})$):

  • Place a peak limiter on the Master bus at $-1.0\text{dBFS}$ to prevent digital clipping during intense combat explosions.
  • Attach a sidechain compressor/ducker from Voice/Dialogue and critical SFX onto Music and Ambience (attenuating background buses by $-6\text{dB}$ to $-9\text{dB}$ with fast attack and $300\text{ms}$ release).
Installs
4
GitHub Stars
5
First Seen
Oct 26, 2026