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limoaCatherinelimoaCatherine/game-studio-harness/skills/audio-fmod-checklist/SKILL.md

audio-fmod-checklist

Skill4 starsChanged 55 days agoMITView on GitHub

用 FMOD Studio / Audacity / ffmpeg 完成音频事件入库与试听校验。触发:音频、FMOD、音效、BGM、混音、Audacity。

The file

Files
SKILL.md

音频(FMOD)怎么入库

何时用

  • 要接 SFX/BGM/UI 音到 FMOD Studio 工程并进游戏事件
  • 波形需裁剪/降噪后才进银行
  • 事件名要与动画/技能字典对齐

勾选主路径

1. 确认 MCP 与工程

  • fmod-studio:先 tools/list;Script Server 未开则失败属预期 → 人工开启 FMOD Studio Script Server 后再调
  • 路径锚:${HARNESS_APPS}\mcp\fmod-studio-mcp\
  • audacity:status/launch/open_file — launch-only(不能遥控波形编辑 GUI)
  • ffmpeg:批处理转码/响度/切片(用 tools/list 暴露的参数,勿臆造)
  • 事件名字典与 anim-event-hook / 技能表对齐;一用途一名

2. 波形预处理(human-in-the-loop)

  • audacity.launch 或 open_file(源波);人工裁剪、淡入淡出、降噪
  • 导出 WAV/约定格式到音频工作目录;ffmpeg 做批量采样率/声道路径统一
  • 响度或峰值超项目档 → 记返工,不静默压爆

3. FMOD 事件与银行

  • 在 FMOD Studio 建 Event;参数/snapshot 按项目约定
  • 经 fmod-studio MCP 能调的工具做查询/触发(以 tools/list 为准);不能调则 GUI 完成并在备注写「MCP 边界」
  • 建银行/构建输出路径可指;平台 bank 分档若需要则分列
  • 事件名写入映射表:event | 用途 | 触发源 | bank

4. 引擎试听与回归

  • gamedev-mcp 开代表场景;触发技能/UI 听对齐
  • 与动画事件帧偏差可接受者记录;不可接受回调动画或自改延迟
  • 静音/中断/重叠策略冒烟;失败进问题表
  • 映射表与 bank 路径通知战斗/UI

做到

  • 事件名与字典逐字一致;bank 可被游戏加载
  • 源波处理可复述(Audacity/ffmpeg 产物路径)
  • 代表场景试听通过或债项显式
  • 诚实边界:Audacity=launch-only;FMOD 依赖 Script Server

失败回哪一步

  • Script Server 挂 / tools 空 → 回 1 开服务或改 GUI
  • 波形爆/格式错 → 回 2
  • 事件名漂/bank Missing → 回 3
  • 对帧/中断失败 → 回 4(必要时回 3)

下一步常接:import-validate(若引擎另有音频导入闸)。不写技能数值与对白剧本全文。

工具锚点(live mcp.json)

Key边界
fmod-cli主通路:diagnostic / build_banks / export_guids / list_bank_outputs
fmod-studioStudio TCP,需 Studio 进程;人声编辑在 Studio GUI
audacitylaunch-only
ffmpeg转码/切片
gamedev-mcp试听
excelMCP映射表(可选)
everything-search定位旧 bank/波

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