audio-buses ยท diff
git:20260912.f4d01bb to git:20260913.ed0ec2c
21 added, 13 removed. Audit A to A.
---
name: audio-buses
- description: Mix buses, not more one-shots. Ask sfx-bus vs music-bus vs duck-on-hit vs retry-clear. Timing stays in audio-feel.
+ description: Use when music, SFX, UI, ambience or voice need explicit routing, gain, ducking, mute, snapshot or retry/scene-transition behavior without changing gameplay events.
---
# Audio buses
- Ask the column:
+ This skill owns **audio routing and mix state**. `audio-feel` maps authoritative game/presentation events to cues; gameplay owners decide whether an event happened.
- | Column | Route |
+ ## Compatible modes
+
+ | Mode | Routing intent |
|---|---|
- | sfx-bus | hits, UI, footsteps |
- | music-bus | beds, stems |
- | duck-on-hit | music drops while a published hit plays |
- | retry-clear | stop beds before the next start |
+ | sfx-bus | route action/world SFX to a controllable bus |
+ | music-bus | route music/stems to a controllable bus |
+ | duck-on-hit | apply an authored duck snapshot/envelope when the project requests it |
+ | retry-clear | stop/fade/reuse scoped loops so retry/scene transitions do not stack stale playback |
+ ## Contract
+
+ Publish applicable bus IDs, parent routing, gain ranges, mute/solo/settings mapping, duck/snapshot source event, attack/release/fade values, voice/sidechain priority, and loop ownership.
+
+ The numbers are project data. Hitstop, pause, dodge, combat state or UI state may request a mix snapshot, but this skill does not impose a universal mute/duck policy or rewrite their logical timing.
+
## Rules
- 1. Hitstop does not mute SFX. It may duck music.
- 2. Retry-clear: no stacked title themes.
- 3. Dodge or pause may duck music; they do not change cancel windows.
- 4. Missing VO is not a crash.
- 5. Do not invent five more audio skills.
+ 1. Routing is stable by bus/cue identity rather than display label/order.
+ 2. Ducking responds to a named event/state and has an authored return path; repeated events do not leave the mix permanently attenuated.
+ 3. Retry/scene transitions reconcile scoped loops idempotently: a repeated start/stop callback must not stack duplicate music.
+ 4. Missing optional audio degrades through the declared fallback and is reported separately from a gameplay defect.
+ 5. User volume/mute/accessibility settings remain independent from gameplay success criteria.
## Accept
- Die and retry: one music bed. A hit ducks music then returns.
+ Exercise start/overlap/retry/pause/scene-change plus missing-device/cue cases. Logs show route, active snapshot/duck owner and loop identity; repeated equivalent events settle to the same mix state without altering gameplay clocks.