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.