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Sonic Style Language
ASecurityUse this skill when generating audio assets (music, SFX, instruments) and you need consistent style. **Triggers:** "audio style", "how should it sound", "sound direction", "music style", "audio mood", "instrument palette", "sonic identity". **Before generating:** Check `.studio/sonic-identity.md` for project audio direction. If none exists and user wants consistency, suggest `/establish-sonic-identity`. **Load references when:** - Detailed style specs → `references/sonic-styles.md` - Mood ...
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[](https://www.skillsdirectory.com/skills/majiayu000-sonic-style-language)---
name: Audio Style Guide
description: |
Use this skill when generating audio assets (music, SFX, instruments) and you need consistent style.
**Triggers:** "audio style", "how should it sound", "sound direction", "music style", "audio mood", "instrument palette", "sonic identity".
**Before generating:** Check `.studio/sonic-identity.md` for project audio direction. If none exists and user wants consistency, suggest `/establish-sonic-identity`.
**Load references when:**
- Detailed style specs → `references/sonic-styles.md`
- Mood parameter mappings → `references/mood-parameters.md`
- Instrument database → `references/instrument-palettes.md`
- Processing/effects chains → `references/processing-signatures.md`
version: 3.1.0
---
# Audio Style Guide
Framework for maintaining consistent audio style across procedurally generated sounds and music.
## Core Elements
| Element | Purpose | Example |
|---------|---------|---------|
| **Sonic Style** | Overall aesthetic | Orchestral, Chiptune, Industrial |
| **Mood Palette** | Emotional character | Tense, Triumphant, Mysterious |
| **Instrument Palette** | Sound sources | `orchestral.strings.epic`, `synth.pad.warm` |
| **Processing Signature** | Effect character | `reverb.hall`, `distortion.warm` |
These combine into **Sonic Specifications** - structured bundles ensuring audio coherence.
---
## Quick Reference: Sonic Styles
| Style | Character | Best For |
|-------|-----------|----------|
| Orchestral | Rich, cinematic | RPGs, adventure, drama |
| Chiptune | Retro, limited | Retro games, pixel art |
| Electronic | Modern, synthetic | Sci-fi, racing |
| Industrial | Harsh, mechanical | Horror, action |
| Ambient | Atmospheric, sparse | Exploration, puzzle |
| Dark Ambient | Unsettling, tense | Horror, mystery |
| Hybrid | Orchestra + electronics | AAA, epic |
| Synthwave | 80s, neon | Retro-futurism |
→ See `references/sonic-styles.md` for detailed specifications.
---
## Quick Reference: Moods
| Mood | Key Tendency | Tempo | Character |
|------|--------------|-------|-----------|
| Triumphant | Major | 100-140 | Resolved, powerful |
| Tense | Minor/dim | 80-120 | Unresolved, building |
| Mysterious | Modal | 60-90 | Ambiguous, sparse |
| Aggressive | Minor | 140-180 | Driving, loud |
| Peaceful | Major | 60-80 | Gentle, open |
| Epic | Major/minor | 80-120 | Building to massive |
→ See `references/mood-parameters.md` for full parameter mappings.
---
## Quick Reference: Instrument Notation
```
category.family.variant
Examples:
orchestral.strings.epic
synth.pad.warm
percussion.electronic.punchy
```
→ See `references/instrument-palettes.md` for complete database.
---
## Genre → Style Mapping
| Game Genre | Primary | Secondary | Mood Tendency |
|------------|---------|-----------|---------------|
| Fantasy RPG | Orchestral | Ambient | Epic, Mysterious |
| Sci-Fi Shooter | Electronic | Hybrid | Aggressive, Tense |
| Horror | Dark Ambient | Industrial | Eerie, Tense |
| Platformer | Chiptune | Acoustic | Playful, Triumphant |
| Racing | Electronic | Synthwave | Aggressive, Frantic |
| Puzzle | Ambient | Lo-Fi | Peaceful, Mysterious |
| Roguelike | Synthwave | Chiptune | Tense, Playful |
---
## Sonic Specification Format
Complete audio direction bundles use this structure:
```yaml
# Sonic Specification
game: "Game Title"
style:
primary: Orchestral
secondary: Dark Ambient
mood:
exploration: Mysterious + Melancholic
combat: Aggressive + Epic
menu: Mysterious
instruments:
primary: [orchestral.strings.epic, orchestral.brass.dark]
accent: [orchestral.percussion.timpani]
texture: [synth.pad.evolving]
processing:
reverb: reverb.hall
character: warm, cinematic
mix_priorities:
1: player_feedback
2: dialogue
3: combat_sfx
4: music
5: ambient
```
---
## Processing Signatures
| Type | Variants | Use For |
|------|----------|---------|
| Reverb | none, room, hall, cathedral | Space/distance |
| Distortion | none, warm, crunch, heavy | Character/aggression |
| Filter | lowpass.warm, highpass.thin | Distance/radio effect |
→ See `references/processing-signatures.md` for effect chains.
---
## Usage Workflow
1. **Check existing direction:** Read `.studio/sonic-identity.md`
2. **Match style to genre:** Use genre mapping table
3. **Select moods:** Primary + secondary for each context
4. **Choose instruments:** From appropriate palette
5. **Apply processing:** Match to style character
## Related Components
- `/establish-sonic-identity` - Create full audio specification
- `sonic-designer` agent - Translate creative intent to specs
- `audio-coherence-reviewer` agent - Validate consistency
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