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๐ŸŽจ Sound Engineer

Expert in spatial audio, procedural sound design, game audio middleware, and app UX sound design. Specializes in HRTF/Ambisonics, Wwise/FMOD integration, UI sound design, and adaptive music systems. Activate on 'spatial audio', 'HRTF', 'binaural', 'Wwise', 'FMOD', 'procedural sound', 'footstep system', 'adaptive music', 'UI sounds', 'notification audio', 'sonic branding'. NOT for music composition/production (use DAW), audio post-production for film (linear media), voice cloning/TTS (use voice-audio-engineer), podcast editing (use standard audio editors), or hardware design.


Allowed Toolsโ€‹

Read, Write, Edit, Bash(python:*, node:*, npm:*, ffmpeg:*), mcp__firecrawl__firecrawl_search, WebFetch, mcp__ElevenLabs__text_to_sound_effects

Tagsโ€‹

audio spatial wwise fmod game-audio

๐Ÿค Pairs Great Withโ€‹

Referencesโ€‹

Sound Engineer: Spatial Audio, Procedural Sound & App UX Audio

Expert audio engineer for interactive media: games, VR/AR, and mobile apps. Specializes in spatial audio, procedural sound generation, middleware integration, and UX sound design.

When to Use This Skillโ€‹

โœ… Use for:

  • Spatial audio (HRTF, binaural, Ambisonics)
  • Procedural sound (footsteps, wind, environmental)
  • Game audio middleware (Wwise, FMOD)
  • Adaptive/interactive music systems
  • UI/UX sound design (clicks, notifications, feedback)
  • Sonic branding (audio logos, brand sounds)
  • iOS/Android audio session handling
  • Haptic-audio coordination
  • Real-time DSP (reverb, EQ, compression)

โŒ Do NOT use for:

  • Music composition/production โ†’ DAW tools (Logic, Ableton)
  • Voice synthesis/cloning โ†’ voice-audio-engineer
  • Film audio post-production โ†’ linear editing workflows
  • Podcast editing โ†’ standard audio editors
  • Hardware microphone setup โ†’ specialized domain

MCP Integrationsโ€‹

MCPPurpose
ElevenLabstext_to_sound_effects - Generate UI sounds, notifications, impacts
FirecrawlResearch Wwise/FMOD docs, DSP algorithms, platform guidelines
WebFetchFetch Apple/Android audio session documentation

Expert vs Novice Shibbolethsโ€‹

TopicNoviceExpert
Spatial audio"Just pan left/right"Uses HRTF convolution for true 3D; knows Ambisonics for VR head tracking
Footsteps"Use 10-20 samples"Procedural synthesis: infinite variation, tiny memory, parameter-driven
Middleware"Just play sounds"Uses RTPC for continuous params, Switches for materials, States for music
Adaptive music"Crossfade tracks"Horizontal re-orchestration (layers) + vertical remixing (stems)
UI sounds"Any click sound works"Designs for brand consistency, accessibility, haptic coordination
iOS audio"AVAudioPlayer works"Knows AVAudioSession categories, interruption handling, route changes
Distance rolloffLinear attenuationInverse square with reference distance; logarithmic for realism
CPU budget"Audio is cheap"Knows 5-10% budget; HRTF convolution is expensive (2ms/source)

Common Anti-Patternsโ€‹

Anti-Pattern: Sample-Based Footsteps at Scaleโ€‹

What it looks like: 20 footstep samples ร— 6 surfaces ร— 3 intensities = 360 files (180MB) Why it's wrong: Memory bloat, repetition audible after 20 minutes of play What to do instead: Procedural synthesis - impact + texture layers, infinite variation from parameters When samples OK: Small games, very specific character sounds

Anti-Pattern: HRTF for Every Soundโ€‹

What it looks like: Full HRTF convolution on 50 simultaneous sources Why it's wrong: 50 ร— 2ms = 100ms CPU time; destroys frame budget What to do instead: HRTF for 3-5 important sources; Ambisonics for ambient bed; simple panning for distant/unimportant

Anti-Pattern: Ignoring Audio Sessions (Mobile)โ€‹

What it looks like: App audio stops when user gets a phone call, never resumes Why it's wrong: iOS/Android require explicit session management What to do instead: Implement AVAudioSession (iOS) or AudioFocus (Android); handle interruptions, route changes

Anti-Pattern: Hard-Coded Soundsโ€‹

What it looks like: PlaySound("footstep_concrete_01.wav") Why it's wrong: No variation, no parameter control, can't adapt to context What to do instead: Use middleware events with Switches/RTPCs; procedural generation for environmental sounds

Anti-Pattern: Loud UI Soundsโ€‹

What it looks like: Every button click at -3dB, same volume as gameplay audio Why it's wrong: UI sounds should be subtle, never fatiguing; violates platform guidelines What to do instead: UI sounds at -18 to -24dB; use short, high-frequency transients; respect system volume

Evolution Timelineโ€‹

Pre-2010: Fixed Audioโ€‹

  • Sample playback only
  • Basic stereo panning
  • Limited real-time processing

2010-2015: Middleware Eraโ€‹

  • Wwise/FMOD become standard
  • RTPC and State systems mature
  • Basic HRTF support

2016-2020: VR Audio Revolutionโ€‹

  • Ambisonics for VR head tracking
  • Spatial audio APIs (Resonance, Steam Audio)
  • Procedural audio gains traction

2021-2024: AI & Mobileโ€‹

  • ElevenLabs/AI sound effect generation
  • Apple Spatial Audio for AirPods
  • Procedural audio standard for AAA
  • Haptic-audio design becomes discipline

2025+: Current Best Practicesโ€‹

  • AI-assisted sound design
  • Neural audio codecs
  • Real-time voice transformation
  • Personalized HRTF from photos

Core Conceptsโ€‹

Spatial Audio Approachesโ€‹

ApproachCPU CostQualityUse Case
Stereo panning~0.01msBasicDistant sounds, many sources
HRTF convolution~2ms/sourceExcellentClose/important 3D sounds
Ambisonics~1ms totalGoodVR, many sources, head tracking
Binaural (simple)~0.1ms/sourceDecentBudget/mobile spatial

HRTF: Convolves audio with measured ear impulse responses (512-1024 taps). Creates convincing 3D positioning including elevation.

Ambisonics: Encodes sound field as spherical harmonics (W,X,Y,Z for 1st order). Rotation-invariant, efficient for many sources.

// Key insight: encode once, rotate cheaply
AmbisonicSignal encode(mono_input, direction) {
return {
mono * 0.707f, // W (omnidirectional)
mono * direction.x, // X (front-back)
mono * direction.y, // Y (left-right)
mono * direction.z // Z (up-down)
};
}

Procedural Footstepsโ€‹

Why procedural beats samples:

  • โœ… Infinite variation (no repetition)
  • โœ… Tiny memory (~50KB vs 5-10MB)
  • โœ… Parameter-driven (speed โ†’ impact force)
  • โœ… Surface-aware from physics materials

Core synthesis:

  1. Impact burst (20ms noise + resonant tone)
  2. Surface texture (gravel = granular, grass = filtered noise)
  3. Debris (scattered micro-impacts)
  4. Surface EQ (metal = bright, grass = muffled)
// Surface resonance frequencies (expert knowledge)
float get_resonance(Surface s) {
switch(s) {
case Concrete: return 150.0f; // Low, dull
case Wood: return 250.0f; // Mid, warm
case Metal: return 500.0f; // High, ringing
case Gravel: return 300.0f; // Crunchy mid
default: return 200.0f;
}
}

Wwise/FMOD Integrationโ€‹

Key abstractions:

  • Events: Trigger sounds (footstep, explosion, ambient loop)
  • RTPC: Continuous parameters (speed 0-100, health 0-1)
  • Switches: Discrete choices (surface type, weapon type)
  • States: Global context (music intensity, underwater)
// Material-aware footsteps via Wwise
void OnFootDown(FHitResult& hit) {
FString surface = DetectSurface(hit.PhysMaterial);
float speed = GetVelocity().Size();

SetSwitch("Surface", surface, this); // Concrete/Wood/Metal
SetRTPCValue("Impact_Force", speed/600.0f); // 0-1 normalized
PostEvent(FootstepEvent, this);
}

UI/UX Sound Designโ€‹

Principles for app sounds:

  1. Subtle - UI sounds at -18 to -24dB
  2. Short - 50-200ms for most interactions
  3. Consistent - Same family/timbre across app
  4. Accessible - Don't rely solely on audio for feedback
  5. Haptic-paired - iOS haptics should match audio characteristics

Sound types:

CategoryExamplesDurationCharacter
Tap feedbackButton, toggle30-80msSoft, high-frequency click
SuccessSave, send, complete150-300msRising, positive tone
ErrorInvalid, failed200-400msDescending, minor tone
NotificationAlert, reminder300-800msDistinctive, attention-getting
TransitionScreen change, modal100-250msWhoosh, subtle movement

iOS/Android Audio Sessionsโ€‹

iOS AVAudioSession categories:

  • .ambient - Mixes with other audio, silenced by ringer
  • .playback - Interrupts other audio, ignores ringer
  • .playAndRecord - For voice apps
  • .soloAmbient - Default, silences other audio

Critical handlers:

  • Interruption (phone call)
  • Route change (headphones unplugged)
  • Secondary audio (Siri)
// Proper iOS audio session setup
func configureAudioSession() {
let session = AVAudioSession.sharedInstance()
try? session.setCategory(.playback, mode: .default, options: [.mixWithOthers])
try? session.setActive(true)

NotificationCenter.default.addObserver(
self,
selector: #selector(handleInterruption),
name: AVAudioSession.interruptionNotification,
object: nil
)
}

Performance Targetsโ€‹

OperationCPU TimeNotes
HRTF convolution (512-tap)~2ms/sourceUse FFT overlap-add
Ambisonic encode~0.1ms/sourceVery efficient
Ambisonic decode (binaural)~1ms totalSupports many sources
Procedural footstep~1-2msvs 500KB per sample
Wind synthesis~0.5ms/frameReal-time streaming
Wwise event post<0.1msNegligible
iOS audio callback5-10ms budgetAt 48kHz/512 samples

Budget guideline: Audio should use 5-10% of frame time.

Quick Referenceโ€‹

Spatial Audio Decision Treeโ€‹

  • VR with head tracking? โ†’ Ambisonics
  • Few important sources? โ†’ Full HRTF
  • Many background sources? โ†’ Simple panning + distance rolloff
  • Mobile with limited CPU? โ†’ Binaural (simple) or panning

When to Use Procedural Audioโ€‹

  • Environmental (wind, rain, fire) โ†’ Always procedural
  • Footsteps โ†’ Procedural for large games, samples for small
  • UI sounds โ†’ Generated once, then cached
  • Impacts/explosions โ†’ Hybrid (procedural + sample layers)

Platform Audio Sessionsโ€‹

  • Game with music: .ambient + mixWithOthers
  • Meditation/focus app: .playback (interrupt music)
  • Voice chat: .playAndRecord
  • Video player: .playback

Integrates Withโ€‹

  • voice-audio-engineer - Voice synthesis and TTS
  • vr-avatar-engineer - VR audio + avatar integration
  • metal-shader-expert - GPU audio processing
  • native-app-designer - App UI sound integration

For detailed implementations: See /references/implementations.md

Remember: Great audio is invisibleโ€”players feel it, don't notice it. Focus on supporting the experience, not showing off. Procedural audio saves memory and eliminates repetition. Always respect CPU budgets and platform audio session requirements.