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sound-engineer音响工程师

Agent Skill

用于辅助音频、音乐、语音转写、语音合成或声音素材处理。它适合让 Agent 生成配乐说明、整理音频流程、调用语音工具或处理播客和视频配音素材。使用时需要确认输入音频来源、输出格式、时长和模型限制;涉及人声克隆、版权音乐或公开发布时,应先核对授权和合规边界。

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CodexClaudeCursorGemini CLI

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本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

3

许可证

MIT

最后核验

2026-05-01

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来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:sound-engineer(音响工程师)
来源仓库:https://github.com/erichowens/some_claude_skills
仓库路径:skills/sound-engineer
安装命令:
npx skills add https://github.com/erichowens/some_claude_skills --skill sound-engineer
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

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复制命令到本机终端执行。不同来源提供的安装方式可能略有差异;本站展示可直接复制的安装命令,安装前请核对来源页面。

skills.shnpx skills
npx skills add https://github.com/erichowens/some_claude_skills --skill sound-engineer

简介

用于辅助音频、音乐、语音转写、语音合成或声音素材处理。

  • 适合生成配乐说明、整理音频流程、调用语音工具或处理播客和视频配音素材。
  • 使用时需确认输入音频来源、输出格式、时长和模型限制。
  • 涉及人声克隆、版权音乐或公开发布时,应先核对授权和合规边界。
  • 安装前建议确认权限范围、维护状态及是否会触发联网或文件读写。

SKILL.md

Sound Engineer: Spatial Audio, Procedural Sound & App UX Audio

Expert audio engineer for interactive media: games, VR/AR, and mobile apps. Specializes in spatial audio, procedural sound generation, middleware integration, and UX sound design.

When to Use This Skill

Use for:

  • Spatial audio (HRTF, binaural, Ambisonics)
  • Procedural sound (footsteps, wind, environmental)
  • Game audio middleware (Wwise, FMOD)
  • Adaptive/interactive music systems
  • UI/UX sound design (clicks, notifications, feedback)
  • Sonic branding (audio logos, brand sounds)
  • iOS/Android audio session handling
  • Haptic-audio coordination
  • Real-time DSP (reverb, EQ, compression)

Do NOT use for:

  • Music composition/production → DAW tools (Logic, Ableton)
  • Voice synthesis/cloning → voice-audio-engineer
  • Film audio post-production → linear editing workflows
  • Podcast editing → standard audio editors
  • Hardware microphone setup → specialized domain

MCP Integrations

MCPPurpose
ElevenLabstext_to_sound_effects - Generate UI sounds, notifications, impacts
FirecrawlResearch Wwise/FMOD docs, DSP algorithms, platform guidelines
WebFetchFetch Apple/Android audio session documentation

Expert vs Novice Shibboleths

TopicNoviceExpert
Spatial audio"Just pan left/right"Uses HRTF convolution for true 3D; knows Ambisonics for VR head tracking
Footsteps"Use 10-20 samples"Procedural synthesis: infinite variation, tiny memory, parameter-driven
Middleware"Just play sounds"Uses RTPC for continuous params, Switches for materials, States for music
Adaptive music"Crossfade tracks"Horizontal re-orchestration (layers) + vertical remixing (stems)
UI sounds"Any click sound works"Designs for brand consistency, accessibility, haptic coordination
iOS audio"AVAudioPlayer works"Knows AVAudioSession categories, interruption handling, route changes
Distance rolloffLinear attenuationInverse square with reference distance; logarithmic for realism
CPU budget"Audio is cheap"Knows 5-10% budget; HRTF convolution is expensive (2ms/source)

Common Anti-Patterns

Anti-Pattern: Sample-Based Footsteps at Scale

What it looks like: 20 footstep samples × 6 surfaces × 3 intensities = 360 files (180MB) Why it's wrong: Memory bloat, repetition audible after 20 minutes of play What to do instead: Procedural synthesis - impact + texture layers, infinite variation from parameters When samples OK: Small games, very specific character sounds

Anti-Pattern: HRTF for Every Sound

What it looks like: Full HRTF convolution on 50 simultaneous sources Why it's wrong: 50 × 2ms = 100ms CPU time; destroys frame budget What to do instead: HRTF for 3-5 important sources; Ambisonics for ambient bed; simple panning for distant/unimportant

Anti-Pattern: Ignoring Audio Sessions (Mobile)

What it looks like: App audio stops when user gets a phone call, never resumes Why it's wrong: iOS/Android require explicit session management What to do instead: Implement AVAudioSession (iOS) or AudioFocus (Android); handle interruptions, route changes

Anti-Pattern: Hard-Coded Sounds

What it looks like: PlaySound("footstep_concrete_01.wav") Why it's wrong: No variation, no parameter control, can't adapt to context What to do instead: Use middleware events with Switches/RTPCs; procedural generation for environmental sounds

Anti-Pattern: Loud UI Sounds

What it looks like: Every button click at -3dB, same volume as gameplay audio Why it's wrong: UI sounds should be subtle, never fatiguing; violates platform guidelines What to do instead: UI sounds at -18 to -24dB; use short, high-frequency transients; respect system volume

Evolution Timeline

Pre-2010: Fixed Audio

  • Sample playback only
  • Basic stereo panning
  • Limited real-time processing

2010-2015: Middleware Era

  • Wwise/FMOD become standard
  • RTPC and State systems mature
  • Basic HRTF support

2016-2020: VR Audio Revolution

  • Ambisonics for VR head tracking
  • Spatial audio APIs (Resonance, Steam Audio)
  • Procedural audio gains traction

2021-2024: AI & Mobile

  • ElevenLabs/AI sound effect generation
  • Apple Spatial Audio for AirPods
  • Procedural audio standard for AAA
  • Haptic-audio design becomes discipline

2025+: Current Best Practices

  • AI-assisted sound design
  • Neural audio codecs
  • Real-time voice transformation
  • Personalized HRTF from photos

Core Concepts

Spatial Audio Approaches

ApproachCPU CostQualityUse Case
Stereo panning~0.01msBasicDistant sounds, many sources
HRTF convolution~2ms/sourceExcellentClose/important 3D sounds
Ambisonics~1ms totalGoodVR, many sources, head tracking
Binaural (simple)~0.1ms/sourceDecentBudget/mobile spatial

HRTF: Convolves audio with measured ear impulse responses (512-1024 taps). Creates convincing 3D positioning including elevation.

Ambisonics: Encodes sound field as spherical harmonics (W,X,Y,Z for 1st order). Rotation-invariant, efficient for many sources.

// Key insight: encode once, rotate cheaply
AmbisonicSignal encode(mono_input, direction) {
    return {
        mono * 0.707f,      // W (omnidirectional)
        mono * direction.x, // X (front-back)
        mono * direction.y, // Y (left-right)
        mono * direction.z  // Z (up-down)
    };
}

Procedural Footsteps

Why procedural beats samples:

  • ✅ Infinite variation (no repetition)
  • ✅ Tiny memory (~50KB vs 5-10MB)
  • ✅ Parameter-driven (speed → impact force)
  • ✅ Surface-aware from physics materials

Core synthesis:

  1. Impact burst (20ms noise + resonant tone)
  2. Surface texture (gravel = granular, grass = filtered noise)
  3. Debris (scattered micro-impacts)
  4. Surface EQ (metal = bright, grass = muffled)
// Surface resonance frequencies (expert knowledge)
float get_resonance(Surface s) {
    switch(s) {
        case Concrete: return 150.0f;  // Low, dull
        case Wood:     return 250.0f;  // Mid, warm
        case Metal:    return 500.0f;  // High, ringing
        case Gravel:   return 300.0f;  // Crunchy mid
        default:       return 200.0f;
    }
}

Wwise/FMOD Integration

Key abstractions:

  • Events: Trigger sounds (footstep, explosion, ambient loop)
  • RTPC: Continuous parameters (speed 0-100, health 0-1)
  • Switches: Discrete choices (surface type, weapon type)
  • States: Global context (music intensity, underwater)
// Material-aware footsteps via Wwise
void OnFootDown(FHitResult& hit) {
    FString surface = DetectSurface(hit.PhysMaterial);
    float speed = GetVelocity().Size();

    SetSwitch("Surface", surface, this);        // Concrete/Wood/Metal
    SetRTPCValue("Impact_Force", speed/600.0f); // 0-1 normalized
    PostEvent(FootstepEvent, this);
}

UI/UX Sound Design

Principles for app sounds:

  1. Subtle - UI sounds at -18 to -24dB
  2. Short - 50-200ms for most interactions
  3. Consistent - Same family/timbre across app
  4. Accessible - Don't rely solely on audio for feedback
  5. Haptic-paired - iOS haptics should match audio characteristics

Sound types:

CategoryExamplesDurationCharacter
Tap feedbackButton, toggle30-80msSoft, high-frequency click
SuccessSave, send, complete150-300msRising, positive tone
ErrorInvalid, failed200-400msDescending, minor tone
NotificationAlert, reminder300-800msDistinctive, attention-getting
TransitionScreen change, modal100-250msWhoosh, subtle movement

iOS/Android Audio Sessions

iOS AVAudioSession categories:

  • .ambient - Mixes with other audio, silenced by ringer
  • .playback - Interrupts other audio, ignores ringer
  • .playAndRecord - For voice apps
  • .soloAmbient - Default, silences other audio

Critical handlers:

  • Interruption (phone call)
  • Route change (headphones unplugged)
  • Secondary audio (Siri)
// Proper iOS audio session setup
func configureAudioSession() {
    let session = AVAudioSession.sharedInstance()
    try? session.setCategory(.playback, mode: .default, options: [.mixWithOthers])
    try? session.setActive(true)

    NotificationCenter.default.addObserver(
        self,
        selector: #selector(handleInterruption),
        name: AVAudioSession.interruptionNotification,
        object: nil
    )
}

Performance Targets

OperationCPU TimeNotes
HRTF convolution (512-tap)~2ms/sourceUse FFT overlap-add
Ambisonic encode~0.1ms/sourceVery efficient
Ambisonic decode (binaural)~1ms totalSupports many sources
Procedural footstep~1-2msvs 500KB per sample
Wind synthesis~0.5ms/frameReal-time streaming
Wwise event post<0.1msNegligible
iOS audio callback5-10ms budgetAt 48kHz/512 samples

Budget guideline: Audio should use 5-10% of frame time.

Quick Reference

Spatial Audio Decision Tree

  • VR with head tracking? → Ambisonics
  • Few important sources? → Full HRTF
  • Many background sources? → Simple panning + distance rolloff
  • Mobile with limited CPU? → Binaural (simple) or panning

When to Use Procedural Audio

  • Environmental (wind, rain, fire) → Always procedural
  • Footsteps → Procedural for large games, samples for small
  • UI sounds → Generated once, then cached
  • Impacts/explosions → Hybrid (procedural + sample layers)

Platform Audio Sessions

  • Game with music: .ambient + mixWithOthers
  • Meditation/focus app: .playback (interrupt music)
  • Voice chat: .playAndRecord
  • Video player: .playback

Integrates With

  • voice-audio-engineer - Voice synthesis and TTS
  • vr-avatar-engineer - VR audio + avatar integration
  • metal-shader-expert - GPU audio processing
  • native-app-designer - App UI sound integration

For detailed implementations: See /references/implementations.md

Remember: Great audio is invisible—players feel it, don't notice it. Focus on supporting the experience, not showing off. Procedural audio saves memory and eliminates repetition. Always respect CPU budgets and platform audio session requirements.

适合场景

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02

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平台分布

Claude Code

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OpenCode

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windsurf

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Antigravity

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Codex

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按下载量换算43

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