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adaptive-audiolisted

Architecture blueprint for game audio systems: adaptive music, mix states, voice management, spatial audio, DSP/synthesis, middleware choices, audio accessibility, and production pipelines. Use when designing or building game music, ambience, occlusion, procedural audio, sound concurrency, or when music cuts mid-beat, layers drift, ducking pumps, dialogue is stolen, the audio thread glitches, or accessibility is missing.
Firzus/agent-skills · ★ 1 · AI & Automation · score 72
Install: claude install-skill Firzus/agent-skills
# Adaptive Audio Build the audio layer of a game — adaptive music, mix, voices, spatial, the DSP/synthesis underneath, and the sound-design craft around it — **native-first**: UE5 (MetaSounds/Quartz) and Unity (Audio Mixer + the DSP-clock pattern) as primary targets, Wwise/FMOD as the deliberate upgrade. References: BotW/TotK (the CEDEC 2017 environmental-BGM philosophy), Genshin Impact (Wwise, confirmed by the Wwise Tour and datamine), and the craft canon (DOOM, God of War, TLOU, Hellblade, Returnal, RDR2). ## The architecture rule **Music is a state machine with quantized transitions; the mix is an arbitrated stack; every voice has a category, a cap, and a priority.** ``` MUSIC (a state machine + a transition matrix) three tools, usually hybrid: vertical layers synced stems added/removed on intensity (gradual change; all stems same length, sample-accurate start) horizontal re-seq segment-to-segment on musical boundaries (discrete state change: explore -> combat) stingers quantized one-shot overlays on events the transition MATRIX (the Wwise vocabulary as canon): per (source, destination) pair -> exit at Immediate / Next Beat / Next Bar / Next Cue + sync to Entry Cue / SAME TIME AS PLAYING SEGMENT (the Genshin explore<->combat trick: combat is a reorchestration of the same theme, resumed at the same position) requests arbitrated by priority (exploratio