Claude-skill-registry audio-engineering-patterns

Audio production concepts, DSP fundamentals, mixing/mastering techniques, and DAW workflows. Bridges modular synthesis philosophy with practical audio engineering. Triggers on audio production, mixing, sound design, DSP, or music technology requests.

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source · Clone the upstream repo
git clone https://github.com/majiayu000/claude-skill-registry
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T=$(mktemp -d) && git clone --depth=1 https://github.com/majiayu000/claude-skill-registry "$T" && mkdir -p ~/.claude/skills && cp -r "$T/skills/data/audio-engineering-patterns" ~/.claude/skills/majiayu000-claude-skill-registry-audio-engineering-patterns && rm -rf "$T"
manifest: skills/data/audio-engineering-patterns/SKILL.md
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Audio Engineering Patterns

Technical foundations for audio production and sound design.

Signal Flow Fundamentals

The Audio Chain

Source → Processing → Summing → Output

[Mic/Synth] → [EQ/Comp/FX] → [Mix Bus] → [Master] → [Playback]

Gain Staging

Maintain optimal levels at each stage:

StageTarget LevelHeadroom
Recording-18 to -12 dBFS12-18 dB
Processing-18 to -12 dBFS12-18 dB
Mix Bus-6 to -3 dBFS3-6 dB
Master-1 to -0.3 dBFSTrue peak limit

Rule: If a plugin sounds bad, check your input level first.


Frequency Fundamentals

The Spectrum

RangeFrequencyCharacterInstruments
Sub Bass20-60 HzFelt, not heardKick, bass, 808
Bass60-250 HzFoundation, warmthBass, low vocals
Low Mids250-500 HzBody, mudGuitars, vocals
Mids500-2000 HzPresence, honkVocals, snare
Upper Mids2-4 kHzClarity, harshnessVocals, guitars
Presence4-6 kHzDefinition, sibilanceVocals, cymbals
Brilliance6-10 kHzAir, shimmerCymbals, strings
Air10-20 kHzSparkle, hissRoom, breath

EQ Patterns

Subtractive First:

  1. Find problem frequencies (boost, sweep, identify)
  2. Cut problems (narrow Q)
  3. Boost characteristics (wide Q)

Common Problem Areas:

IssueFrequencyAction
Mud200-400 HzCut
Boxiness400-600 HzCut
Honk800-1000 HzCut
Harshness2-4 kHzCut or dip
Sibilance5-8 kHzDe-ess or cut

Dynamics Processing

Compression Parameters

ParameterFunctionTypical Range
ThresholdWhen compression starts-30 to 0 dB
RatioHow much compression2:1 to 20:1
AttackHow fast it engages0.1-100 ms
ReleaseHow fast it lets go50-1000 ms
KneeSoft/hard transition0-12 dB
MakeupCompensate for gain reductionAs needed

Compression Archetypes

StyleAttackReleaseRatioUse
TransparentFastAuto2-3:1Vocals, mix bus
PunchySlowMedium4-6:1Drums, bass
GlueMediumSlow2-4:1Mix bus, groups
LimitingFastFast10:1+Peaks, protection
PumpingSlowFastHighCreative effect

Sidechain Patterns

Trigger Source → Sidechain Input → Compressor → Target

[Kick] → [SC Input] → [Comp on Bass] → [Ducked Bass]

Use for:

  • Kick/bass separation
  • Vocal ducking
  • Rhythmic pumping
  • De-essing (high-pass SC)

Spatial Processing

Reverb Types

TypeCharacterUse
RoomSmall, tightDrums, guitars
HallLarge, longOrchestral, pads
PlateDense, brightVocals, snare
ChamberWarm, smoothStrings, vocals
SpringBouncy, lo-fiGuitars, vintage
ConvolutionRealistic spacesFilm, realism
AlgorithmicControllableEverything

Reverb Parameters

ParameterEffect
Pre-delaySeparation from source (20-80ms typical)
Decay/RT60Length of tail
SizeRoom dimensions
DampingHigh-frequency absorption
DiffusionDensity of reflections
Mix/WetBlend with dry signal

Delay Patterns

PatternTimingUse
Slapback75-150 msVocals, rockabilly
Doubling20-50 msWidth, thickness
RhythmicTempo-syncedGroove, production
Ping-pongL/R alternatingWidth, movement
AmbientLong, diffusedAtmosphere

Tempo Sync Formula:

ms = 60000 / BPM

1/4 note = 60000 / BPM
1/8 note = 30000 / BPM
1/16 note = 15000 / BPM
Dotted = value × 1.5
Triplet = value × 0.667

Mix Architecture

Bus Structure

                    ┌─────────────┐
                    │  Master Bus │
                    └──────┬──────┘
           ┌───────────────┼───────────────┐
           ▼               ▼               ▼
    ┌──────────┐    ┌──────────┐    ┌──────────┐
    │ Drum Bus │    │Music Bus │    │Vocal Bus │
    └────┬─────┘    └────┬─────┘    └────┬─────┘
         │               │               │
    ┌────┴────┐     ┌────┴────┐     ┌────┴────┐
    │K│S│H│OH│     │B│G│K│Pd│     │Ld│BV│Fx│
    └─────────┘     └─────────┘     └─────────┘

Mix in Mono First

  1. Get balance right in mono
  2. Check phase relationships
  3. Add stereo width last
  4. Always reference in mono

Static Mix Workflow

  1. Faders only: Get rough balance
  2. Pan: Create space left/right
  3. EQ: Carve frequency space
  4. Compression: Control dynamics
  5. Reverb/Delay: Add depth
  6. Automation: Movement and interest

Mastering Fundamentals

Chain Order

EQ → Compression → Saturation → Stereo Enhancement → Limiting

Target Levels

PlatformTarget LUFSTrue Peak
Streaming (general)-14 LUFS-1 dB
Apple Music-16 LUFS-1 dB
YouTube-14 LUFS-1 dB
Club/DJ-6 to -9 LUFS-0.3 dB
Podcast-16 LUFS-1 dB
Broadcast-24 LUFS-2 dB

Metering

Meter TypeMeasuresUse For
PeakInstantaneous maxClipping prevention
RMSAverage levelPerceived loudness
LUFSPerceptual loudnessStreaming compliance
PhaseL/R correlationMono compatibility
SpectrumFrequency contentBalance verification

DSP Fundamentals

Basic DSP Operations

OperationEffect
GainMultiply signal amplitude
SumAdd signals together
DelayTime offset (samples)
FilterFrequency-dependent gain
ConvolutionApply impulse response

Filter Types

TypeEffectUse
Low-pass (LPF)Removes highsWarmth, lo-fi
High-pass (HPF)Removes lowsClarity, cleanup
Band-pass (BPF)Isolates rangeRadio, telephone
NotchRemoves specific freqFeedback, hum
All-passPhase shift onlyPhasers
CombPeriodic peaks/notchesFlanging

Common Sample Rates

RateUseNyquist
44.1 kHzCD, streaming22.05 kHz
48 kHzVideo, broadcast24 kHz
88.2 kHzHigh-res (2× 44.1)44.1 kHz
96 kHzHigh-res production48 kHz

Sound Design Patterns

Synthesis Types

TypeMethodCharacter
SubtractiveFilter harmonicsClassic analog
AdditiveSum partialsPrecise, digital
FMModulate frequencyComplex, metallic
WavetableMorph waveformsEvolving, digital
GranularMicro-samplesTextural, ambient
Physical ModelingSimulate physicsRealistic
SamplingRecorded audioAny source

Layering Strategy

Layer 1: Sub (20-80 Hz) - Foundation
Layer 2: Body (100-400 Hz) - Weight
Layer 3: Character (400-2000 Hz) - Identity
Layer 4: Presence (2-6 kHz) - Cut-through
Layer 5: Air (8-16 kHz) - Sparkle

Movement Techniques

  • LFO modulation (filter, pitch, amplitude)
  • Envelope shaping (attack, decay curves)
  • Automation (any parameter over time)
  • Randomization (subtle variation)
  • Sidechain (rhythmic pumping)

References

  • references/frequency-chart.md
    - Detailed frequency guide
  • references/plugin-chains.md
    - Common processing chains
  • references/daw-shortcuts.md
    - DAW workflow tips