adaptive-audiolisted
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