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Audio direction

Skill SummerEngine/summer-engine-agent/skills/audio/audio-direction

Use when defining the sonic identity — music style, instruments, SFX vocabulary, dynamic music plan. Outputs an audio bible at `.summer/audio-bible.md`. Trigger on "audio direction", "audio bible", "music style", "sound design", "what should it sound like", "dynamic music".From its SKILL.md

Install
npx -y skills add SummerEngine/summer-engine-agent --skill audio-direction

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SKILL.md

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/audio-direction — Define the Sonic Identity

Overview

Most indie games sound like a single library used flat. The same generic "swoosh" for menu, jump, pickup, hit. That's not audio direction — that's audio absence. This skill builds an audio bible that names the music style, the SFX vocabulary, the dynamic music plan, and the spatial / mix rules. Writes to .summer/audio-bible.md and configures the audio bus layout in the project so the rest of the work has a real foundation.

Core principle: SFX needs a vocabulary, not a library. Eight named SFX classes with consistent character beat 80 random library hits.

Steps

1. Open with three references

Ask exactly this:

Three reference tracks, games, or films for the music. What instruments matter? And what's the SFX vibe — chunky, clean, synthetic, or organic?

Three is the minimum. One or two collapses into a clone. References are the highest-signal input — listen carefully.

If they freeze, offer four axes (not titles):

Pick the closest: a) orchestral + cinematic (Hollow Knight, Journey), b) lo-fi electronic + ambient (Disco Elysium, Outer Wilds), c) chiptune / synth (Hyper Light Drifter, Celeste), d) acoustic / folk (Sable, A Short Hike).

2. Read the brief and art bible if they exist

Read .summer/GameSoul.md
Read .summer/art-bible.md

Audio must rhyme with the visuals. Quote it back:

Art bible says "soft, hand-warmed, golden-hour, painterly". That rhymes with acoustic / folk / lo-fi over orchestral or aggressive synth. Confirming.

If the brief says "horror", that constrains the music style harder than the user's references will. Name the constraint.

3. Pin the music style

Force one primary style. Sub-styles can blend, but a primary is required.

StyleAnchor instrumentsPairs withAvoid
Orchestral cinematicStrings, brass, choirStory-led, fantasyCasual / cozy
Acoustic / folkGuitar, piano, hand percussionCozy, narrativeAction / horror
Lo-fi electronicVintage synth pad, tape sat, light beatAtmospheric, indieCombat-heavy
Chiptune / synthwave8-bit / 16-bit chips, FM synthRetro, platformerRealism
Industrial / metalDistorted bass, percussion-ledHorror, actionCozy
Ambient dronePads, no drums, slow movementWalking sim, horrorAction
Jazz / fusionLive instruments, improvStylish, narrativeGeneric action
Tracker / hyperpopGlitchy, dense, modernEsoteric, indieMass appeal

Ask:

One primary style. Which?

4. Define tempo + key range

Concrete numbers, not "varies".

Tempo range: 80–110 BPM (slow side; combat would push 120+)
Key center: D minor (warm but melancholic)
Modulation rule: combat tracks shift to D dorian, calm tracks to D natural minor
Time signature: 4/4 default; 6/8 for emotional cues

5. Build the SFX vocabulary

Eight named classes. Each class has a character, not a single sound.

ClassCharacterExamples in this gameDON'T
UISoft, woody, short (60-100ms)Menu hover, button click, tab switchNo bell tones, no synth blips
Pickup positiveWarm, ascending interval (major third), 200-400msCoin, key, healNo pure sine "ding"
Pickup neutralBrief tactile, no melodic componentNote, breadcrumb, lore itemNo ascending pitch (reads as reward)
Negative / damagePunchy low-mid, slight detunePlayer hit, enemy hit, fall damageNo long reverb tail
Movement / footstepMaterial-aware (wood / stone / grass)Walk, run, jump, landNo same sample for all surfaces
Attack / actionFront-loaded transient, short bodySwing, parry, dashNo layered orchestral hit
Ambient layerContinuous, low presenceWind, room tone, distant wavesNo looping melody
Stinger / eventDistinctive, rare, melodicBoss intro, level clear, story beatNo reuse for normal events

Ask:

Eight classes above. Adjust any character / examples / DON'Ts?

6. Define the dynamic music plan

Static music = one track loops forever in a level. Boring. Dynamic music = layers swell with player state. Pick a model.

ModelHow it worksCostBest for
Layered stemsOne bar / multiple instrument layers; combat adds drum stem, calm removes itMedium (need stems authored)Most games
Vertical re-orchestrationSame melody, different instrumentation per stateHigh (composer-led)Story-led / boss-heavy
Horizontal sequencingDifferent tracks for different states, crossfadeLow (just author 3-5 full tracks)Vertical slice scope
Procedural / generativeGenerate from rules in real-timeHigh dev costSpecial-case

Pick one. State the state machine:

States:
  CALM        — exploration, low intensity
  TENSION     — enemies aware but not engaged
  COMBAT      — engaged
  VICTORY     — encounter cleared (4-second sting → return to CALM)

Transitions:
  CALM → TENSION   when an enemy detects the player (2s crossfade)
  TENSION → COMBAT when first damage exchanged (instant drum stem)
  COMBAT → VICTORY when last enemy dies (drum stem cuts, brass swell)
  VICTORY → CALM   after 4s

Rules:
  No state stays > 90s without variation (loop with bar-1 randomization)
  Volume ducking: dialogue active → music -6dB
  Boss music is its own track; ignores normal state machine

7. Define the spatial + mix rules

RuleValue
3D attenuation curveInverse-square (default), max distance 25m
Reverb buses1 small (interior), 1 large (cave / hall), 1 outdoor
HRTF for playerON (headphone-friendly directional cues)
Master ceiling-1 dBTP (true peak, no clipping on consoles)
Music vs SFX vs UI mix-8 dB / 0 dB / -3 dB (SFX is loudest)
Footstep rolloffCuts at 4m for player; cuts at 10m for NPC (player needs them, distant NPCs are noise)
CompressionLight bus compression on master (2:1, slow attack, 100ms release)

8. Configure the audio bus layout

Real audio in Summer Engine needs a bus layout. A new project starts with only the Master bus, so configure the remaining buses now.

Preferred (Summer MCP): Buses are typically in default_bus_layout.tres. Modify project setting:

summer_project_setting(key="audio/buses/default_bus_layout", value="res://audio/default_bus_layout.tres")

Ask the user:

May I create audio/default_bus_layout.tres with these buses: Master / Music / SFX / UI / Voice / Ambient / Reverb_Small / Reverb_Large / Reverb_Outdoor?

On yes, write the .tres directly via Write (it is the engine's plain-text resource format):

Write audio/default_bus_layout.tres

Fallback (no MCP): Print the .tres for the user to paste, plus the project.godot line.

9. Save the audio bible

Always write the bible. Path: .summer/audio-bible.md.

# Audio Bible — <Game Name>

**References:** <3 specific tracks / games / films>
**Style:** <one of the 8 above>
**Tempo / key:** 80–110 BPM, D minor, 4/4

## SFX Vocabulary
| Class | Character | Examples | DON'T |
|---|---|---|---|
| UI | Soft, woody, 60-100ms | hover, click | bell tones |
| Pickup positive | Warm major-third, 200-400ms | coin, heal | pure sine |
| ... | ... | ... | ... |

## Dynamic Music Plan
**Model:** Layered stems
**States:** CALM / TENSION / COMBAT / VICTORY
**Transitions:** ...
**Rules:** ...

## Spatial + Mix
- 3D attenuation: inverse-square, 25m
- Reverb buses: small / large / outdoor
- HRTF: ON
- Master ceiling: -1 dBTP
- Mix bus: Music -8 dB, SFX 0 dB, UI -3 dB
- Footstep rolloff: 4m player / 10m NPC

## Bus Layout
Master → Music, SFX (→ Reverb_Small / Large / Outdoor), UI, Voice, Ambient

Ask:

May I create .summer/audio-bible.md with this bible?

10. Optional — generate first SFX seeds

If the user wants to start generating, propose 3-5 SFX seeds aligned with the vocabulary. These are starting points, not finals.

summer_generate_audio(capability="sound_effects", text="soft woody UI click, 80ms, no reverb, neutral pitch", durationSeconds=0.5)
summer_generate_audio(capability="sound_effects", text="warm major-third coin pickup, 300ms, light reverb", durationSeconds=0.5)
summer_generate_audio(capability="sound_effects", text="punchy low-mid player damage hit, slight detune, 200ms, no tail", durationSeconds=0.5)

capability is required; sound_effects reads from text (not prompt), and the length argument is durationSeconds (not duration) with a floor of 0.5 s. Ask for the character you want inside the text and let the player only use the front of the clip — you cannot request 80 ms.

Ask first:

May I generate first-pass SFX seeds for UI, pickup, and damage classes? They're starting points, not finals.

11. Route to the next step

End with:

Bible saved. Next:

  • /summer:design-mechanic to wire SFX cues into specific mechanics.
  • /summer:vfx if you haven't paired audio with visual effect cues yet.
  • Author or generate the calm music track first; it's the longest-running and sets the room tone.

Common mistakes

MistakeFix
Single reference for musicThree minimum. Listen for the common element across them.
"Library" instead of "vocabulary"A bag of free SFX with no shared character feels random. Eight named classes with character notes.
Same SFX for all eventsIf pickup-coin and pickup-key sound identical, the player learns nothing from audio.
No dynamic music planStatic loops bore in 90s. Pick a model (layered / vertical / horizontal / procedural).
Music louder than SFXPlayers need SFX for gameplay; music is mood. Default mix is -8 dB music vs 0 dB SFX.
No reverb buses"Send" architecture (rooms route to a small/large/outdoor reverb bus) is mandatory or your mix sounds dry-then-wet inconsistently.
Pure sine "ding" for pickupReads as cheap mobile game. Use a major-third interval with character.
Same footstep sample for all surfacesMaterial-aware footsteps are 80% of the perceived audio quality.
No master ceiling / true peakAudio clips on console builds without -1 dBTP ceiling. Always set it.
Calling SetResourceProperty on inline sub_resourcesSilent fail. See ../../../references/mcp-tools-reference.md § Trap.

Collaborative protocol

This skill writes one bible (.summer/audio-bible.md), creates a bus layout (audio/default_bus_layout.tres), modifies project.godot, and may generate audio (metered). Always ask before writing or generating. See ../../../references/collaborative-protocol.md.

Want a working starter?

No template — this is a workflow that produces the bible the rest of the project obeys. After the bible exists, the bus layout is set up and any subsequent audio work (footstep system, dynamic music) reads from it.

See also

  • ../../../references/collaborative-protocol.md
  • ../../../references/godot-version.md — Summer compatibility and version-sensitive audio API notes
  • ../../../references/mcp-tools-reference.md
  • scene-and-project/brainstorm-game/SKILL.md — produces the brief that anchors the bible
  • rendering-and-lighting/art-direction/SKILL.md — the visual counterpart; audio must rhyme with it
  • audio/audio-bus-setup/SKILL.md (NEXT) — implements the bus layout in detail
  • audio/3d-spatial-audio/SKILL.md (NEXT) — spatial attenuation patterns
  • audio/footstep-systems/SKILL.md (NEXT) — material-aware footstep impl
  • audio/dynamic-music-stingers/SKILL.md (LATER) — implements the dynamic music plan

Keep looking

Skills are one crate of 627,801. Ordering is by how many stacks a row turns up in, so the top of any crate is what has actually been picked rather than what has the most stars.