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.
In this repository194 other files it gives its agents.
- llms.txtllms.txt
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- The first 60 shown.
The file
Files
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
| Mode | Routing intent |
| sfx-bus | route action/world SFX to a controllable bus |
| music-bus | route music/stems to a controllable bus |
| duck-on-hit | apply an authored duck snapshot/envelope when the project requests it |
| retry-clear | stop/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
- Routing is stable by bus/cue identity rather than display label/order.
- Ducking responds to a named event/state and has an authored return path; repeated events do not leave the mix permanently attenuated.
- Retry/scene transitions reconcile scoped loops idempotently: a repeated start/stop callback must not stack duplicate music.
- Missing optional audio degrades through the declared fallback and is reported separately from a gameplay defect.
- 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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