xiaohongshu
xiaohongshu
audio-systems
Game audio systems, music, spatial audio, sound effects, and voice implementation. Build immersive audio experiences with professional middleware integration.
Full skill instructions
┌─────────────────────────────────────────────────────────────┐
│ GAME AUDIO PIPELINE │
├─────────────────────────────────────────────────────────────┤
│ SOURCES: SFX | Music | Voice | Ambient │
│ ↓ │
│ MIDDLEWARE: Wwise / FMOD / Engine Audio │
│ ↓ │
│ PROCESSING: 3D Spatial | Reverb | EQ | Compression │
│ ↓ │
│ MIXING: Master → Submixes → Individual Tracks │
│ ↓ │
│ OUTPUT: Speakers / Headphones (Stereo/Surround/Binaural) │
└─────────────────────────────────────────────────────────────┘
// ✅ Production-Ready: Audio Manager
public class AudioManager : MonoBehaviour
{
public static AudioManager Instance { get; private set; }
[System.Serializable]
public class SoundBank
{
public string id;
public AudioClip[] clips;
[Range(0f, 1f)] public float volume = 1f;
[Range(0.1f, 3f)] public float pitchVariation = 0.1f;
}
[SerializeField] private SoundBank[] _soundBanks;
[SerializeField] private int _poolSize = 20;
private Dictionary<string, SoundBank> _bankLookup;
private Queue<AudioSource> _sourcePool;
private void Awake()
{
if (Instance != null) { Destroy(gameObject); return; }
Instance = this;
DontDestroyOnLoad(gameObject);
InitializePool();
BuildLookup();
}
public void PlaySound(string id, Vector3 position)
{
if (!_bankLookup.TryGetValue(id, out var bank)) return;
if (bank.clips.Length == 0) return;
var source = GetPooledSource();
source.transform.position = position;
source.clip = bank.clips[Random.Range(0, bank.clips.Length)];
source.volume = bank.volume;
source.pitch = 1f + Random.Range(-bank.pitchVariation, bank.pitchVariation);
source.Play();
StartCoroutine(ReturnToPool(source, source.clip.length));
}
private AudioSource GetPooledSource()
{
if (_sourcePool.Count > 0) return _sourcePool.Dequeue();
return CreateNewSource();
}
private void InitializePool() { /* ... */ }
private void BuildLookup() { /* ... */ }
private AudioSource CreateNewSource() { /* ... */ }
private IEnumerator ReturnToPool(AudioSource s, float delay) { /* ... */ }
}
// ✅ Production-Ready: FMOD Event Player
public class FMODEventPlayer : MonoBehaviour
{
[SerializeField] private FMODUnity.EventReference _eventRef;
private FMOD.Studio.EventInstance _instance;
private bool _isPlaying;
public void Play()
{
if (_isPlaying) Stop();
_instance = FMODUnity.RuntimeManager.CreateInstance(_eventRef);
_instance.set3DAttributes(FMODUnity.RuntimeUtils.To3DAttributes(transform));
_instance.start();
_isPlaying = true;
}
public void SetParameter(string name, float value)
{
if (_isPlaying)
_instance.setParameterByName(name, value);
}
public void Stop(bool allowFadeout = true)
{
if (!_isPlaying) return;
_instance.stop(allowFadeout
? FMOD.Studio.STOP_MODE.ALLOWFADEOUT
: FMOD.Studio.STOP_MODE.IMMEDIATE);
_instance.release();
_isPlaying = false;
}
private void OnDestroy() => Stop(false);
}
3D AUDIO CONFIGURATION:
┌─────────────────────────────────────────────────────────────┐
│ ATTENUATION CURVES: │
│ │
│ Volume │████████████ │
│ │ ████ │
│ │ ████ │
│ │ ████ │
│ └──────────────────────────→ Distance │
│ 0m 10m 30m 50m │
│ │
│ Min Distance: 1m (full volume) │
│ Max Distance: 50m (inaudible) │
│ Rolloff: Logarithmic (realistic) │
└─────────────────────────────────────────────────────────────┘
MUSIC STATE TRANSITIONS:
┌─────────────────────────────────────────────────────────────┐
│ │
│ [EXPLORATION] ←──────────→ [TENSION] │
│ │ │ │
│ ↓ ↓ │
│ [DISCOVERY] [COMBAT] │
│ │ │
│ ↓ │
│ [VICTORY] / [DEFEAT] │
│ │
│ Transition Rules: │
│ • Crossfade on beat boundaries │
│ • 2-4 bar transition windows │
│ • Intensity parameter controls layers │
└─────────────────────────────────────────────────────────────┘
| Bus | Content | Target Level |
|---|---|---|
| Master | Final mix | -3dB peak |
| Music | BGM, Stingers | -12dB to -6dB |
| SFX | Gameplay sounds | -6dB to 0dB |
| Voice | Dialogue, VO | -6dB to -3dB |
| Ambient | Environment | -18dB to -12dB |
┌─────────────────────────────────────────────────────────────┐
│ PROBLEM: Audio popping/clicking │
├─────────────────────────────────────────────────────────────┤
│ SOLUTIONS: │
│ → Add fade in/out (5-10ms) │
│ → Check sample rate mismatches │
│ → Increase audio buffer size │
│ → Use audio source pooling │
└─────────────────────────────────────────────────────────────┘
┌─────────────────────────────────────────────────────────────┐
│ PROBLEM: Too many simultaneous sounds │
├─────────────────────────────────────────────────────────────┤
│ SOLUTIONS: │
│ → Implement voice limiting per category │
│ → Priority system (important sounds steal) │
│ → Distance-based culling │
│ → Virtual voices (middleware feature) │
└─────────────────────────────────────────────────────────────┘
┌─────────────────────────────────────────────────────────────┐
│ PROBLEM: Music transitions are jarring │
├─────────────────────────────────────────────────────────────┤
│ SOLUTIONS: │
│ → Align transitions to musical bars │
│ → Use crossfades (1-4 seconds) │
│ → Prepare transition stingers │
│ → Match keys between sections │
└─────────────────────────────────────────────────────────────┘
| Platform | Max Voices | Compression | Streaming |
|---|---|---|---|
| Mobile | 16-32 | High (Vorbis) | Required |
| Console | 64-128 | Medium | Large files |
| PC | 128-256 | Low | Optional |
Use this skill: When implementing audio, designing sound, or composing music.
xiaohongshu
technical spec
product ux expert
database patterns
Conduct multi-agent task orchestration and workflow coordination.
Initialize project with Conductor artifacts (product definition,
Expert in web animations, transitions, and motion design using Framer Motion and CSS
Creates Mermaid and ASCII diagrams for flowcharts, architecture, ERDs, state machines, mindmaps, and more. Use when user mentions diagram, flowchart, mermaid, ASCII diagram, text diagram, terminal diagram, visualize, C4, mindmap, architecture diagram, sequence diagram, ERD, or needs visual docume...
PostgreSQL bindings for H3 hexagonal grid system. Use when working with H3 cells in Postgres, including spatial indexing, geometry/geography integration, and raster analysis.
Context-Driven Development skill for projects using Conductor. Use this skill when you detect a `conductor/` directory in the project, when working on tasks defined in a `plan.md` file, or when the user asks about tracks, specs, or plans. Automatically applies TDD workflow, tracks task completion...
Display project status, active tracks, and next actions
Official Stakpak application containerization standard operating procedure, a step-by-step guidline to properly dockerize applications. This is a rule book curated by the Stakpak Team.
Generate, edit, and beat-sync AI video with leading models in one workspace.
The world's fastest calendar for remote work
Transform Your Design with AI Designer by ImgCreator.ai
Revolutionizing Video Production with AI-Powered Creativity
Extend an image past the frame and let AI fill the new aspect ratio.
Discover your celebrity doppelgänger with StarByFace!
ChainClarity explains 700+ crypto whitepapers in plain English, with layered summaries, comparisons, research tools, alerts, and a $4.99 Pro plan.
Opus.ai: Revolutionize Your Web Experience