Engine-neutral game audio technique: bus layout, volume sliders in decibels, loudness, ducking music under dialogue, adaptive music and SFX variation, with Godot, Unity and FMOD/Wwise mappings. Use when mixing a game, making music react to combat, fixing repetitive footsteps or beat sync, or a mix that clips or pumps. Not for the Godot audio API (`godot-audio`).
Install
KitScout test notes
Not tested by KitScout yet. When our harness runs it, pros, cons and the tasks we tried appear here, with the date and evidence.
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