What problem does it solve? Arrangements often sound muddy, flat, or two-dimensional because parts compete for the same frequency space and perceptual attention. This Skill treats arranging as a space budget rather than an instrument list, giving you a structured method to decide which element is the lead, which layer each part occupies, and how to resolve every frequency collision before mixing. ## Core Features & Use Cases - Depth Layer Planning: Assign every element to foreground, middle-ground, or background using four perceptual cues (high, loud, fast, rate of change) so the intended lead actually reads as the lead. - Frequency Budget & Collision Resolution: Map each instrument to one of four frequency bands and resolve every conflict with one of three rewrite-level fixes: yield, separate registers, or alternate. - Rate-of-Change Discipline & Maximal Density Method: Keep background layers stable so the lead stands out, and build dense sections by stacking everything then subtracting down to a musical climax. - Use Case: When a chorus sounds muddy because a synth line an octave above the vocal is stealing attention, use this Skill to diagnose the perceptual cue conflict and rewrite the synth part instead of pushing the vocal louder. ## Quick Start Use the mc-texture-layering skill to diagnose why my chorus sounds muddy and fill in the spectrum_budget field of my ARR-SPEC.