Use this skill when DESIGNING sound effects - deciding what sounds to create, how to layer them, and what character they should have. **Triggers:** "sound effect design", "how to layer SFX", "UI sounds", "impact sound", "weapon sounds", "footsteps", "ambient design". **Pipeline position: DESIGN (1 of 3)** - For synthesis code (numpy/scipy): use `zx-procgen:procedural-sounds` - For quick generation: use `zx-procgen:/generate-sfx` **Load references when:** - Material sound signatures → `references/material-signatures.md` - Layering recipes by category → `references/layering-recipes.md` - Variation strategies → `references/variation-strategies.md`
/plugin marketplace add nethercore-systems/nethercore-ai-plugins/plugin install sound-design@nethercore-ai-pluginsThis skill inherits all available tools. When active, it can use any tool Claude has access to.
references/layering-recipes.mdreferences/material-signatures.mdreferences/variation-strategies.mdGame SFX communicate information, provide feedback, and enhance immersion. Every sound must serve a purpose.
[Attack] [Body] [Tail]
0-50ms 50-500ms 500ms+
| Range | Frequencies | Provides |
|---|---|---|
| Sub | 20-60Hz | Rumble, impact |
| Low | 60-250Hz | Weight, power |
| Mid | 250Hz-4kHz | Character, presence |
| High | 4kHz+ | Detail, definition |
Most sounds = 3-4 simple layers combined:
| Layer | Focus | Duration | Purpose |
|---|---|---|---|
| Transient | High | 10-50ms | Timing, definition |
| Body | Mid | 50-200ms | Character, identity |
| Tail | Low/Full | 200ms+ | Space, context |
| Sweetener | Variable | Variable | Polish, uniqueness |
→ See references/layering-recipes.md for category-specific breakdowns.
→ See references/material-signatures.md for material-specific guidance.
| Material | Frequency | Decay | Character |
|---|---|---|---|
| Metal | High mids | Long ring | Clangy, bright |
| Wood | Low mids | Medium | Thuddy, warm |
| Stone | Wide band | Short | Crunchy, solid |
| Flesh | Low mids | Short | Thuddy, soft |
| Glass | Very high | Medium | Shatter, tinkle |
Sub (20-80Hz): Music bass, explosions
Bass (80-250Hz): Weapon body, footsteps
Low-Mid (250-500Hz): Voices, body of sounds
Mid (500-2kHz): Primary information
High-Mid (2-6kHz): Presence, attack
High (6kHz+): Air, sparkle
Prevent repetition fatigue:
| Method | Memory Cost | Variety |
|---|---|---|
| Pre-made variations (3-5) | High | Maximum |
| Pitch randomization (±2 semitones) | None | Good |
| Volume randomization (±2 dB) | None | Subtle |
| Layer randomization | Medium | High |
→ See references/variation-strategies.md for implementation patterns.
| Format | Use Case |
|---|---|
| WAV 16-bit 44.1kHz | Master/archive |
| WAV 22kHz | Retro consoles |
| OGG | Long sounds (streaming) |
UI: 20 sounds × 5KB = 100KB
Footsteps: 30 sounds × 10KB = 300KB
Weapons: 50 sounds × 20KB = 1MB
Creatures: 40 sounds × 30KB = 1.2MB
Ambient: 10 loops × 200KB = 2MB
/design-sfx - Interactive SFX design wizardsfx-architect agent - Detailed synthesis guidancesonic-style-language skill - Style consistency