summerengine/summer/adaptive-music

Claude Code and agent skill by summerengine/summer

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Wire music stems to game state: combat, explore, boss and tension crossfades on a shared bus.

Install

npx vskill@latest install summerengine/summer/adaptive-music

SKILL.md

/adaptive-music — Wire Stems to Game State

Overview

This skill wires music; it does not generate it. It connects 3–5 music stems (or full tracks) to a game state machine so the music follows the player's situation — exploration → tension → combat → victory → exploration — with crossfades, ducking, and bus routing.

This skill assumes the stems already exist. If they don't, run /music-track first for each state, or generate matching stems (same tempo, same key, same bar count) so they layer/crossfade cleanly.

When to use

  • The audio bible specifies a dynamic music model (layered stems / vertical re-orchestration / horizontal sequencing).
  • You have at least two music tracks for two different states and want the engine to switch between them.
  • Player-state-driven crossfades, not random shuffling.

When NOT to use

  • Generating the stems themselves → /music-track.
  • Single static loop with no state changes → /music-track and an AudioStreamPlayer is enough.

Steps

1. Read the audio bible's dynamic music plan
Read .summer/audio-bible.md

Quote the plan back. Example:

Bible plan: Layered stems. States CALM / TENSION / COMBAT / VICTORY. CALM → TENSION on enemy detect (2s crossfade). TENSION → COMBAT on first damage (instant drum stem). COMBAT → VICTORY on last enemy dies (drum cuts, brass swell). VICTORY → CALM after 4s. Music ducks -6 dB on dialogue.

If the plan is absent, run /audio-direction step 6 first.

2. Pick the wiring model
ModelWhenImplementation
Horizontal sequencing3–5 full tracks, one per state, crossfadeOne AudioStreamPlayer per track on the Music bus, tween volumes on state change
Layered stemsOne base loop + drum/brass/strings stems that turn on with intensityAll stems play simultaneously at silence; mute/unmute via volume tween
Vertical re-orchestrationSame melody, different orchestration per state, snap on barAll variants play simultaneously muted; swap on next bar boundary
Procedural / generativeRules generate music in real-timeBeyond this skill; needs a custom system

For most games, horizontal sequencing is right. It is cheaper to author and easier to swap.

3. Confirm stems exist (or generate them)
assets.search({ query: "music", assetType: "music", scope: "all" })

You need (typical case):

  • audio/music/calm.mp3 — exploration loop, sparse
  • audio/music/tension.mp3 — same tempo/key, denser, no drums
  • audio/music/combat.mp3 — same tempo/key, full drums, urgent
  • (optional) audio/music/boss.mp3 — distinct from combat
  • (optional) audio/music/victory.mp3 — short linear sting (4–8s)

If any are missing, run /music-track for each. Use the same BPM, key, time signature, and bar length for all of them so they overlap cleanly.

4. Verify / extend the bus layout

The Music bus must exist and route to Master. If /audio-direction ran, it does. Verify:

Read default_bus_layout.tres # or wherever the project stores it

You want this structure:

Master
├── Music (-8 dB; ducks -6 dB when Voice is active)
├── SFX (0 dB; routes to Reverb buses)
├── UI (-3 dB)
├── Voice (0 dB)
├── Ambient (-12 dB)
├── Reverb_Small
├── Reverb_Large
└── Reverb_Outdoor

If Music bus is missing, run /audio-direction step 8.

For ducking, add a sidechain compressor on the Music bus with the Voice bus as the sidechain source. Or implement ducking in code (simpler — see step 7).

5. Build the player rig

For horizontal sequencing, instantiate one AudioStreamPlayer per state, all on the Music bus, all autoplay, all looping, all starting at -60 dB except the active state. One script builds the whole rig (scenePath is the exact scene to change; ctx.save_scene() writes it):

summer_run_script(scenePath="res://main.tscn", source="""
func run(ctx):
var music = ctx.get_or_create("Node", "Music")
var states := {"Calm": 0.0, "Tension": -60.0, "Combat": -60.0} # only the active state is audible
for state in states:
ctx.add_node("AudioStreamPlayer", state, music, {
"stream": load("res://audio/music/%s.mp3" % state.to_lower()),
"bus": "Music",
"volume_db": states[state],
"autoplay": true,
})
ctx.save_scene()
""")

A fourth state (Boss) is one more entry in states, not five more calls. Loop the streams on the imported files (loop in the import settings, or AudioStreamMP3.loop), not on the player.

All three play simultaneously, in sync, but only one is audible. State transitions tween volumes — the music never restarts, only fades.

This is why same BPM / same key / same bar length matter: all three are at the same playhead at all times.

6. The MusicDirector script
gdscript
# scripts/audio/MusicDirector.gd
class_name MusicDirector
extends Node
enum State { CALM, TENSION, COMBAT, VICTORY, BOSS }
@export var calm: AudioStreamPlayer
@export var tension: AudioStreamPlayer
@export var combat: AudioStreamPlayer
@export var boss: AudioStreamPlayer
@export var victory_sting: AudioStreamPlayer # one-shot, not looping
@export var crossfade_seconds: float = 2.0
@export var instant_states: Array[State] = [State.COMBAT] # snap, no fade
@export var active_db: float = 0.0
@export var inactive_db: float = -60.0
var _state: State = State.CALM
var _tween: Tween
func _ready() -> void:
_apply_state(_state, true)
func set_state(new_state: State) -> void:
if new_state == _state:
return
var instant := new_state in instant_states
_state = new_state
_apply_state(new_state, instant)
if new_state == State.VICTORY:
victory_sting.play()
await get_tree().create_timer(4.0).timeout
set_state(State.CALM)
func _apply_state(state: State, instant: bool) -> void:
if _tween and _tween.is_valid():
_tween.kill()
_tween = create_tween().set_parallel(true)
var dur := 0.0 if instant else crossfade_seconds
for pair in [
[calm, state == State.CALM],
[tension, state == State.TENSION],
[combat, state == State.COMBAT],
[boss, state == State.BOSS],
]:
var player: AudioStreamPlayer = pair[0]
var should_be_active: bool = pair[1]
if player == null:
continue
var target_db := active_db if should_be_active else inactive_db
_tween.tween_property(player, "volume_db", target_db, dur)

Attach it under /root/Game/Music, hook the exported player slots to the four players. The director is the single point of truth for music state.

7. Drive state from gameplay signals

Where does set_state() get called from? The game state machine. Hook signals from combat / detection / encounter logic:

gdscript
# scripts/audio/MusicHooks.gd
extends Node
@export var director: MusicDirector
func _ready() -> void:
EventBus.enemy_detected_player.connect(_on_tension)
EventBus.player_took_damage.connect(_on_combat)
EventBus.encounter_cleared.connect(_on_victory)
EventBus.boss_started.connect(_on_boss)
EventBus.boss_ended.connect(_on_calm)
EventBus.dialogue_started.connect(_on_duck)
EventBus.dialogue_ended.connect(_on_unduck)
func _on_tension() -> void: director.set_state(MusicDirector.State.TENSION)
func _on_combat() -> void: director.set_state(MusicDirector.State.COMBAT)
func _on_victory() -> void: director.set_state(MusicDirector.State.VICTORY)
func _on_boss() -> void: director.set_state(MusicDirector.State.BOSS)
func _on_calm() -> void: director.set_state(MusicDirector.State.CALM)
func _on_duck() -> void:
var bus_idx := AudioServer.get_bus_index(&"Music")
create_tween().tween_method(
func(db: float) -> void: AudioServer.set_bus_volume_db(bus_idx, db),
AudioServer.get_bus_volume_db(bus_idx), -14.0, 0.3
)
func _on_unduck() -> void:
var bus_idx := AudioServer.get_bus_index(&"Music")
create_tween().tween_method(
func(db: float) -> void: AudioServer.set_bus_volume_db(bus_idx, db),
AudioServer.get_bus_volume_db(bus_idx), -8.0, 0.5
)

If your project doesn't have an EventBus autoload yet, add one — adaptive music depends on event-driven signals, not polling.

Wire the connections via summer_connect_signal so they survive a scene reload.

8. Layered stems variant (alternative to step 6)

If the bible says layered stems instead of horizontal sequencing, the rig is the same (multiple AudioStreamPlayers, all looping in sync, all on Music bus) but the volume map is different:

StateBaseDrumsStringsBrass
CALM0-60-60-60
TENSION0-60-10-60
COMBAT00-3-10
BOSS-60000

The director method is the same _apply_state pattern — just more players and per-player target_db tables.

9. Bar-locked snap (vertical re-orchestration)

For the third model, snapping must happen on a bar boundary (not mid-phrase). All players run in sync; on state change, schedule the snap for the next bar:

gdscript
const BPM := 128.0
const BEATS_PER_BAR := 4
const SECONDS_PER_BAR := (60.0 / BPM) * BEATS_PER_BAR
func snap_at_next_bar(callable: Callable) -> void:
var pos := calm.get_playback_position()
var into_bar := fmod(pos, SECONDS_PER_BAR)
var wait := SECONDS_PER_BAR - into_bar
get_tree().create_timer(wait).timeout.connect(callable)

Use this for boss reveals, story beats — anywhere a snap-on-bar is more dramatic than a crossfade.

10. Test the transitions

Run the game (summer_play) and trigger each transition. Listen for:

  • Crossfade artifacts at crossfade_seconds = 2.0. Too fast: fades are choppy. Too slow: state changes feel disconnected from gameplay.
  • Out-of-sync stems. If combat enters and the drums hit on the wrong beat, the stems weren't generated at the same BPM/bar length. Regenerate.
  • Ducking that's too aggressive (music disappears) or too subtle (voice still buried). The -6 dB is a starting value; tune in step 7.
  • Victory sting that loops (it shouldn't). Set victory_sting to a non-loop AudioStream.
11. Edge case: scene transitions

When the player changes scenes, the MusicDirector either:

a) Persists as an autoload. New scenes call MusicDirector.set_state() to take over. b) Per-scene, fades out the previous before the scene changes (set_state(CALM) then crossfade to -60 dB on all then change scene).

Persistent is preferred for open-world; per-scene for level-based games.

Reference card — bus map

Master
├── Music -8 dB (ducks to -14 dB on Voice)
│ └── (one AudioStreamPlayer per state, all looping in sync)
├── SFX 0 dB
│ └── routes to Reverb_Small / Reverb_Large / Reverb_Outdoor sends
├── UI -3 dB
├── Voice 0 dB
├── Ambient -12 dB
├── Reverb_Small (return)
├── Reverb_Large (return)
└── Reverb_Outdoor (return)

Anti-patterns

  • Stems generated at different BPM/key. They will not crossfade cleanly. Same BPM, same key, same bar count.
  • Restarting tracks on state change. Players hear the restart. Always crossfade volumes; never play() mid-state.
  • No autoplay on the silent stems. They can't fade in to phase if they never started.
  • Polling state in `_process`. Use signals. Music director listens to EventBus, not to game state every frame.
  • Hardcoding volumes in `set_state`. Use the table-driven _apply_state so adding a new state doesn't fork the function.
  • Ducking music to silence on dialogue. The bible says -6 dB (so music drops from -8 to -14), not muted. Voice should sit on a present bed, not a dead one.
  • Boss music as a louder combat track. Distinct, named instrument; ideally different tempo or key. The bible's Boss music is its own track rule.

Edge cases

This is the start of the file. Read the full SKILL.md on GitHub.

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