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godot-fungodot-fun/gai/.agents/skills/audio-loudness-normalization/SKILL.md

audio-loudness-normalization

Skill210 starsChanged todayMITView on GitHub

Normalizes a single audio file to consistent LUFS loudness with true-peak limiting using FFmpeg. Use when the user wants loudness normalization, volume matching, unified audio levels, SFX/UI/BGM leveling, or mentions LUFS, true peak, loudnorm, or inconsistent game audio.

1 other project uses a version of this.

Adopted by

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The file

We split this skill into the rules it gives an agent

5 rules. About 0 are common, 1 is distinctive, and 4 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈1

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 4

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Very specific:

    When this skill applies, read and follow dependency-manager — run scripts as documented, install missing tools into .dependency/.

    line 12
  2. Very specific:

    Default: -14 LUFS, -1.5 dBTP, output to <audio-dir>/audio-loudness-normalization/<audio-name>:

    line 16
  3. Very specific:

    Use the bundled script (two-pass loudnorm), not hand-written FFmpeg.

    line 48
  4. Very specific:

    Do not use -output pointing at the source file.

    line 52
  5. Distinctive:

    Do not fix uneven levels with per-asset volume in game code — re-normalize sources.

    line 53

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Audio Loudness Normalization

Loudness-normalize one audio file to a target LUFS with true-peak limiting. Preserves input format — same extension and sample rate as the source. Directories are not supported; run once per file to process a folder.

Rules

When this skill applies, read and follow dependency-manager — run scripts as documented, install missing tools into .dependency/.

Quick Start

Default: -14 LUFS, -1.5 dBTP, output to <audio-dir>/audio-loudness-normalization/<audio-name>:

.dependency/python/python .ai/audio-loudness-normalization/normalize.py --audio path/to/audio.wav

Example: audio/sfx/tank/tank_move.wav → audio/sfx/tank/audio-loudness-normalization/tank_move.wav

LUFS Targets

CategoryLUFS
UI / clicks-18 to -14
Gameplay SFX-16 to -12
Explosions-12 to -8
Ambience-22 to -18
BGM / voice-16 to -14

One category per folder. Mixed folders: split first, then normalize each file with matching -t.

Common Flags

--audio · -t / --target-lufs · -output

.dependency/python/python .ai/audio-loudness-normalization/normalize.py --audio Audio/SFX/click.wav -t -14

Never overwrite source files. The script writes only to audio-loudness-normalization/ (or -output). Supported inputs: .wav, .mp3, .ogg, .flac, .aac, .m4a, .wma.

Agent Notes

  1. Use the bundled script (two-pass loudnorm), not hand-written FFmpeg.
  2. Preserves input format — same extension and sample rate (-ar forced to source); does not resample.
  3. Missing Python/FFmpeg → populate .dependency/ per dependency-manager, retry same command.
  4. Do not copy, move, or replace the source with the normalized output — tell the user where audio-loudness-normalization/ files are; they swap assets manually when ready.
  5. Do not use -output pointing at the source file; the script refuses paths that would overwrite the input.
  6. Do not fix uneven levels with per-asset volume in game code — re-normalize sources.
  7. Engine bus defaults and rationale: reference.md

Tests

From repo root:

.dependency/python/python .ai/audio-loudness-normalization/test_normalize.py

Manual CLI examples: cli/audio-loudness-normalization.md

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