Directory layout for Grok — SKILL.md plus scripts, references, and assets. 6 file(s).
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# Bus Mix One lonely music loop and a pile of clip volumes is not a mix. Route groups. Speak in dB. Duck what fights. Let music react. Gaming audio architecture — not a DAW class. Inspired by gamedev-skills/awesome-gamedev-agent-skills audio-design (Apache-2.0). Original Grok remake. Complements juice-pass (visual hit feel), stick-map (trigger from actions), hud-stack, branch-talk. Not godot-teacher. Read `references/mix-rules.md` before you design. Fill the three templates under `templates/`. ## When to use - Bus / mixer tree and group volumes in decibels - Duck music or ambience under voice / big impacts - Adaptive music: vertical stems and/or horizontal segment swaps - SFX pitch/sample variation so repeats don't machine-gun - Beat-sync hooks driven by the audio clock ## When NOT to use - Concrete Godot/Unity audio node walkthroughs → use godot-teacher (or the engine's audio skill) - Hit juice, damage numbers, screen shake → use juice-pass - Input rebinds that fire sounds → use stick-map for the map; call back here for the bus - Dialogue graph content → use branch-talk - Full DAW production / mastering tutorials - Cheat overlays, aimbot audio tells, ESP injectors, malware ## Inputs - Platforms and voice budget (mobile vs console vs PC) - Buses needed (default: Master ← Music, SFX, Ambience, UI, Voice) - Settings sliders that should map to buses - Adaptive needs: intensity states, layers vs segments, BPM if known - Pain: clipping, flat loop, robotic footsteps, music fighting dialogue ## Procedure 1. Read `references/mix-rules.md`. Refuse cheat audio hacks and engine-API dumps. 2. Draw the bus tree. Every clip plays into a named bus. Player volume sliders drive buses, not hundreds of clip gains. 3. Work in dB. Map 0..1 sliders through a linear-to-dB curve. Never treat the slider number as raw dB. 4. Leave Master headroom (aim under 0 dBFS; many games sit near a −14 to −16 LUFS-ish target). Limiter on Master is a safety net, not the mixer. 5. Duck: sidechain Music (or Ambience) from Voice / critical SFX, or tween bus volume. Fast attack, slower release so it dips cleanly without pumping. 6. Adaptive music — pick or combine: - Vertical: same-length stems start together; fade layers by intensity. - Horizontal: queue section changes; crossfade at bar/phrase boundaries. Optional bridges and stingers. 7. Smooth intensity from gameplay with hysteresis so layers don't flicker at thresholds. 8. SFX variation: sample pools + small pitch/volume wobble; free one-shots when done (or pool them). 9. Beat sync: read audio playback position, not frame delta; quantize to next beat/bar; note output latency. 10. Fill `templates/bus-tree.md`, `templates/adaptive-card.md`, and `templates/verify-mix.md`. Tiny original pseudocode only if asked — engine-neutral. ## Output format - Bus tree (routing, dB policy, ducking, slider map) - Adaptive card (layers/segments, intensity map, beat sync) - Verify mix checklist (headphones + speakers, no clip, no pump, transitions on beat) - One line: game audio mix worksheet; not a cheat overlay or DAW tutorial ## Safety - Follow `references/mix-rules.md` with no exceptions. - No aimbots, audio ESP, wallhack cues, injected overlays, or account theft. - No CSAM in sample naming or mock content. - Engine-neutral notes only. Not a Godot tutor. ## Stop conditions - Three templates delivered, or refused for cheats / wrong scope (godot-teacher / juice-pass / DAW deep-dive)
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