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。
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- .claude/CLAUDE.mdCLAUDE.md
- CLAUDE.mdCLAUDE.md
- .github/copilot-instructions.mdCopilot instructions
- .cursor/rules/全局.mdcCursor rule
- anim-event-hookSkill
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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-studioMCP 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-studio | Studio TCP,需 Studio 进程;人声编辑在 Studio GUI |
audacity | launch-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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