audio-design Skill for Claude: Game Audio Mixing and Adaptive Music
Makes Claude set up game audio: mixer buses, decibel gain, ducking, adaptive music, SFX variation and beat sync.
- Installs
- 9.3K
- on skills.sh
- Stars
- 6.4K
- on GitHub
- Files
- 1
- besides SKILL.md
- Updated
- Oct 2026
- last repo commit
This skill makes Claude treat game audio as a mixing graph plus a music system. It routes sounds through a few buses, works in decibels, ducks music under voice, layers or re-sequences music so it reacts to play, varies repeated sound effects, and syncs events to the beat.
Its examples are Godot 4.7 GDScript, with Unity 6.3 LTS equivalents and notes on FMOD and Wwise. It also gives loudness targets: true peaks at or below -1 dBTP, and Sony ASWG-R001's -24 LUFS (plus or minus 2) for console and PC, -18 LUFS for handheld and mobile. It bundles 1 reference note and no scripts.
Good for
- Game developers setting up a mixer and volume sliders
- Anyone building adaptive music that reacts to combat or exploration
- Godot and Unity developers who want engine-neutral audio practice
Install audio-design
Claude Code
- 1
Copy this prompt.
Install the audio-design skill in Claude Code. Run this command: claude plugin marketplace add gamedev-skills/awesome-gamedev-agent-skills claude plugin install gamedev@awesome-gamedev-agent-skills Then check that it loaded and tell me how to use it.
- 2
Paste it into Claude Code. It shows the change and asks before running it.
Pick one route. The gamedev plugin installs a router skill plus 77 skills. The disciplines plugin, listed in the repo marketplace.json, holds 15 cross-engine skills including this one. The skills CLI needs Node.js 22.20 or later, per the README.
From the project README. Source.
What's in the skill
When it loads
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.
Sections in SKILL.md
- When to use
- Core workflow
- Patterns
- 1. Bus routing and slider-to-gain mapping
- 2. Ducking via sidechain (music dips under voice)
- 3. SFX variation (kill the "machine gun" repeat)
- 4. Beat-synced events (quantize to the music grid)
- Pitfalls
- References
- Related skills
Key facts
- Installs on skills.sh
- 9,267 (Nov 2, 2026)
- GitHub stars
- 6,427 (Nov 2, 2026, whole repo)
- Last repo commit
- Oct 28, 2026
- skills.sh audits
- Gen Agent Trust Hub pass, Socket pass, Snyk pass (Nov 2, 2026)
What it includes
Seven steps from bus layout and dB gain to ducking, music and listening tests
Everything plays into a bus, volume sliders map to bus volumes, and Claude is told to verify on real headphones and speakers.
Core workflowMaps a 0 to 1 slider to gain by squaring it, not by treating it as dB
Includes the wrong version to avoid: passing the slider straight to set_bus_volume_db.
Bus routing and slidersDips music under voice with a compressor; starting values given
Start near threshold -30 dB, ratio 4:1 to 8:1, attack up to about 10 ms and release 300 to 500 ms. A separate MusicDuck bus avoids fighting the player's slider.
Sidechain duckingRandom takes plus pitch and volume offsets so footsteps stop sounding like a machine gun
Godot uses AudioStreamRandomizer. For Unity it says to pick a clip that differs from the last and play it on a pooled AudioSource.
SFX variationReads audio playback time, not frame time, to land events on the beat
Adds the time since the last mix and subtracts output latency. Unity uses AudioSettings.dspTime and PlayScheduled.
Beat-synced eventsreferences/adaptive-music.md: layering, re-sequencing, quantized transitions, stingers
Vertical layering fades stems in and out. Horizontal re-sequencing swaps segments at musical boundaries.
Adaptive music referenceNine traps, from slider-as-dB to leaking one-shot players, each with a fix
Each has a short fix.
Pitfalls
From the official docs
Permissions
Low risk
It guides Claude to write audio code in your game project. Review the diff before you commit.
What it can do
- Read your data
- Create and change things
- Delete things
- Read-only mode
Watch out for
It writes game code in your project
The skill bundles no scripts, but its job is to make Claude implement buses, ducking and music systems. Check the changes like any other code.
Questions
What does the audio-design skill do?
It makes Claude set up game audio: mixer buses, gain in decibels, ducking, adaptive music, sound effect variation and beat sync. It is engine-neutral.
How do I install it in Claude Code?
Use the install box at the top. The README documents the gamedev plugin for everything, and the box also lists the smaller disciplines plugin and a one-skill route.
Which engines does it cover?
Examples are Godot 4.7 GDScript, with Unity 6.3 LTS equivalents and notes on FMOD Studio and Wwise. For concrete Godot audio nodes it points to the godot-audio skill in the same collection.
What loudness target does it use?
True peaks at or below -1 dBTP, and integrated loudness of -24 LUFS (plus or minus 2) for console and PC on TVs and speakers, or -18 LUFS (plus or minus 2) for handheld and mobile, citing Sony's ASWG-R001. It says streaming targets such as -14 LUFS are not game targets.
Does it work in the Claude app?
The install guide documents a ZIP upload for Claude.ai on paid plans. Upload the whole audio-design folder so its reference note comes with it.
Is it safe?
The folder bundles no scripts. Claude will write audio code in your project, so review the diff like any other change.
Information
updated Nov 2, 2026
- Folder
skills/disciplines/audio-design
Sources
Docs, issue trackers and discussions this page is built from.
Show all 3Hide
- SKILL.md · github.com
- INSTALLATION.md · github.com
- README · github.com