What problem does it solve? Game music that stays static regardless of gameplay feels disconnected, and manually wiring multiple music tracks to combat, exploration, and boss states with clean crossfades is error-prone. This Skill connects existing music stems to a game state machine so transitions between calm, tension, combat, boss, and victory states happen through volume crossfades on a shared audio bus. ## Core Features & Use Cases - State-driven crossfades: Implements a MusicDirector GDScript class that tweens AudioStreamPlayer volumes between states, with instant-snap support for combat entry. - Multiple wiring models: Supports horizontal sequencing, layered stems, and bar-locked vertical re-orchestration depending on the audio design plan. - Bus routing and ducking: Verifies the Music bus layout and ducks music by -6 dB during dialogue via signal-driven hooks. - Use Case: You have calm, tension, and combat loops at the same BPM and want combat music to hit instantly when the player takes damage, then fade back to calm after the encounter clears. ## Quick Start Ask the agent to wire your calm, tension, and combat music tracks to game state with crossfades and dialogue ducking using the adaptive-music skill.