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jammyfujammyfu/open-game-skills/skills/disciplines/audio-buses/SKILL.md

audio-buses

Skill12 starsChanged 23 days agoMITView on GitHub

Use when music, SFX, UI, ambience or voice need explicit routing, gain, ducking, mute, snapshot or retry/scene-transition behavior without changing gameplay events.

The file

Files
SKILL.md

Audio buses

This skill owns audio routing and mix state. audio-feel maps authoritative game/presentation events to cues; gameplay owners decide whether an event happened.

Compatible modes

ModeRouting intent
sfx-busroute action/world SFX to a controllable bus
music-busroute music/stems to a controllable bus
duck-on-hitapply an authored duck snapshot/envelope when the project requests it
retry-clearstop/fade/reuse scoped loops so retry/scene transitions do not stack stale playback

Contract

Publish applicable bus IDs, parent routing, gain ranges, mute/solo/settings mapping, duck/snapshot source event, attack/release/fade values, voice/sidechain priority, and loop ownership.

The numbers are project data. Hitstop, pause, dodge, combat state or UI state may request a mix snapshot, but this skill does not impose a universal mute/duck policy or rewrite their logical timing.

Rules

  1. Routing is stable by bus/cue identity rather than display label/order.
  2. Ducking responds to a named event/state and has an authored return path; repeated events do not leave the mix permanently attenuated.
  3. Retry/scene transitions reconcile scoped loops idempotently: a repeated start/stop callback must not stack duplicate music.
  4. Missing optional audio degrades through the declared fallback and is reported separately from a gameplay defect.
  5. User volume/mute/accessibility settings remain independent from gameplay success criteria.

Accept

Exercise start/overlap/retry/pause/scene-change plus missing-device/cue cases. Logs show route, active snapshot/duck owner and loop identity; repeated equivalent events settle to the same mix state without altering gameplay clocks.

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