audio-design
De la autor
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.
Instalare
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill audio-design -a claude-code
Se instalează în .claude/skills/audio-design/ · Fiecare comandă descarcă skill-ul direct de pe GitHub cu utilitarul open source skills.
Identic octet cu octet cu commit-ul scanat, cu licența depozitului și un fișier SOURCE.txt.
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Skill-uri similare
Cele mai apropiate de acesta prin ce fac și când sunt folosite.
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- game-ui-uxgamedev-skills/awesome-gamedev-agent-skillsDesign and build game UI/UX — HUDs, menus, and overlays — that survive every screen: anchor- based responsive layout, resolution/aspect scaling and safe areas, keyboard/gamepad focus navigation, a screen/menu state stack, and event-driven (not polled) HUD updates. Engine- neutral patterns that pair with the detected engine's UI skill. Use when the user mentions HUD, health bar, main menu, pause menu, settings screen, UI layout, anchors, UI scaling, aspect ratio, safe area, controller/keyboard menu navigation, or wiring UI to game state.Design★ 2.2K
- audio-mixZJU-REAL/Easel音频混合 / 混音:把旁白口播 + 背景音乐 + 音效混成一轨,BGM 自动循环补足并可闪避(旁白说话时自动压低 BGM 保证人声清晰)。当用户说 混音、音频混合、旁白加背景音乐、配音加BGM、人声和音乐混一起、加音效、音频叠加、BGM 压低、闪避、ducking、把配音和bgm合起来 时使用。基于 shared/scripts/audio_mix.py。与 audio-editing concat 区别:concat 是前后顺序拼接,本 SKILL 是同时叠加混音;与 video-editing bgm 区别:那个给视频配乐,本 SKILL 输出纯音频。Media★ 3.9K
- game-feelgamedev-skills/awesome-gamedev-agent-skillsAdd "juice" and game feel that makes actions satisfying — screen shake, hit-stop/freeze frames, tweened/eased motion, squash & stretch, knockback, and layered audio-visual feedback — as engine-neutral techniques that pair with the detected engine's tween, particle, and camera APIs. Use when the user mentions game feel, juice, "make it feel good/punchy", screen shake, hit stop, screen freeze, easing, squash and stretch, impact frames, or feedback/polish on hits, jumps, pickups, and deaths.Media★ 2.2K
- hyperframes-audioheygen-com/hyperframesUse when audio already placed in a HyperFrames composition needs to be mixed: fade-in/fade-out, crossfade, track gain or volume, volume automation, ducking, a music bed that fights a voiceover (voiceover carve), effects on a track (EQ, compressor, limiter, gate, saturation, delay, reverb, chorus, phaser, bitcrush), automation envelopes drawn on a track's volume or any effect parameter, or one submix bus carrying a chain, a fader and an automation clock for several tracks at once (`<hf-audio-group>`). Don't use for sourcing or generating audio — finding BGM, SFX, or making a voiceover is `/media-use`. Don't use for clip timing or track layout, which is `/hyperframes-core`.OficialMedia★ 68.8K
- input-systemsgamedev-skills/awesome-gamedev-agent-skillsArchitect game input — action mapping (abstracting keys into named actions), rebinding with conflict detection and persistence, multi-device support (keyboard, gamepad, touch), analog deadzones, and feel features like input buffering and coyote time, plus accessibility. Engine-neutral. Use when the user mentions input mapping, rebind controls, gamepad support, deadzone, input buffering, coyote time, or accessible controls.Planificare★ 2.2K
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