PlugWiki

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. 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. 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

  1. When to use
  2. Core workflow
  3. Patterns
  4. 1. Bus routing and slider-to-gain mapping
  5. 2. Ducking via sidechain (music dips under voice)
  6. 3. SFX variation (kill the "machine gun" repeat)
  7. 4. Beat-synced events (quantize to the music grid)
  8. Pitfalls
  9. References
  10. Related skills

Key facts

Installs on skills.sh
9,267 (Nov 2, 2026)
Last repo commit
Oct 28, 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 workflow

  • Maps 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 sliders

  • Dips 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 ducking

  • Random 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 variation

  • Reads 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 events

  • references/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 reference

  • Nine 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

gamedev-skills/awesome-gamedev-agent-skillsskills.sh

Sources

Docs, issue trackers and discussions this page is built from.

Show all 3
  1. SKILL.md · github.com
  2. INSTALLATION.md · github.com
  3. README · github.com

Updated Nov 2, 2026.