audio-direction

Define a game's sonic identity and write an audio bible with SFX vocabulary and dynamic music plan.

66|4|Updated Feb 26, 2026
One-click install
npx skills add https://github.com/SummerEngine/summer --skill audio-direction-summerengine
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: audio-direction
Source: https://github.com/SummerEngine/summer/tree/main/library/skills/audio-direction
Command: npx skills add https://github.com/SummerEngine/summer --skill audio-direction-summerengine

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Game audio often drifts into a random collection of mismatched library sounds with no consistent style, no dynamic music behavior, and no mix rules. This Skill establishes a coherent sonic identity up front so every track, sound effect, and bus decision follows one documented plan. ## Core Features & Use Cases - Audio Bible Generation: Produces .summer/audio-bible.md capturing music style, tempo/key ranges, an eight-class SFX vocabulary, a dynamic music state machine, and spatial/mix rules. - Audio Bus Configuration: Creates audio/default_bus_layout.tres with Master, Music, SFX, UI, Voice, Ambient, and reverb buses, and wires it into project.godot via the Summer MCP tools. - SFX Seed Generation: Optionally generates first-pass sound effects with summer_generate_audio aligned to the defined vocabulary. - Use Case: Before composing any music, a developer runs this Skill to pin three reference tracks, choose a primary style (e.g., lo-fi electronic), define CALM/TENSION/COMBAT/VICTORY music states, and save the bible that all later audio work obeys. ## Quick Start Ask the agent to define the game's sonic identity and create an audio bible covering music style, SFX vocabulary, and a dynamic music plan.

Frequently Asked Questions about audio-direction

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I define the audio style for my game?

Start with three reference tracks, games, or films, then pin one primary music style such as orchestral, lo-fi electronic, chiptune, or acoustic folk. The Skill records tempo, key, and modulation rules in an audio bible at .summer/audio-bible.md.

What is an SFX vocabulary in game audio design?

An SFX vocabulary is a set of eight named sound classes (UI, pickup, damage, footsteps, attack, ambient, stinger) each with a defined character rather than random library samples. Consistent character per class makes game audio feel cohesive and readable.

How do I set up audio buses in a Godot project?

Create a default_bus_layout.tres resource defining buses like Master, Music, SFX, UI, Voice, Ambient, and reverb sends, then point the audio/buses/default_bus_layout project setting at it. The Skill writes the .tres file directly and updates project.godot.

What is dynamic music and which model should I pick?

Dynamic music changes with player state instead of looping one static track. Options include layered stems, vertical re-orchestration, horizontal sequencing, and procedural generation; layered stems suit most games, while horizontal sequencing fits vertical-slice scope.

Why does my game mix sound wrong on consoles?

Missing a true-peak ceiling causes clipping on console builds. Set the master ceiling to -1 dBTP, keep music around -8 dB relative to 0 dB SFX, and route rooms through small, large, and outdoor reverb buses for consistent spatial mixing.