MCPInstall

audio-production

Professional audio production for music, podcasts, and sound design. Use when working with audio recording, mixing, mastering, or sound design for any medium.

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Install

Works with every agent the skills CLI supports.

npx skills add https://github.com/travisjneuman/.claude --skill audio-production
  1. 01

    Install

    Run the command in your project. The CLI asks which agents to install for.

  2. 02

    Describe the task

    Ask your agent for something this skill covers. It loads audio-production automatically when relevant.

  3. 03

    Review the result

    The agent follows the SKILL.md steps, scripts and references bundled with the skill.

SKILL.md

The instructions your agent reads when the skill is triggered.

Audio Production

Rendering, encoding, and audio or image synthesis run only on the owner's designated media host when the private layer defines one, in a dated work folder outside any repository; on other hosts, plan and write source only. Source logos are copy-only.

Comprehensive guide for professional audio production across music, podcasts, video, and interactive media.

Audio Fundamentals

The Audio Signal Chain

SOURCE → CAPTURE → PROCESS → OUTPUT

Detailed:
┌─────────┐   ┌─────────┐   ┌─────────┐   ┌─────────┐
│ Source  │→→→│   Mic   │→→→│ Preamp  │→→→│Interface│
│(voice,  │   │         │   │         │   │  (A/D)  │
│ instr.) │   │         │   │         │   │         │
└─────────┘   └─────────┘   └─────────┘   └────┬────┘
                                               │
                                               ▼
┌─────────┐   ┌─────────┐   ┌─────────┐   ┌─────────┐
│Speakers │←←←│  (D/A)  │←←←│   Mix   │←←←│   DAW   │
│Headphone│   │Interface│   │  Master │   │Recording│
└─────────┘   └─────────┘   └─────────┘   └─────────┘

Key Audio Concepts

ConceptDefinitionStandard
Sample RateSamples per second44.1kHz, 48kHz, 96kHz
Bit DepthDynamic range resolution16-bit, 24-bit, 32-bit float
Bit RateData per second (compressed)128-320 kbps (MP3)
Dynamic RangeLoudest to quietest~96dB (16-bit), ~144dB (24-bit)
HeadroomSpace below 0 dBFS-6 to -18 dB typical

Frequency Spectrum

20 Hz                                              20,000 Hz
├───────────────────────────────────────────────────────┤

SUB-BASS │  BASS  │  LOW-MID │  MID  │ HIGH-MID │ HIGH
20-60    │ 60-250 │ 250-500  │500-2k │  2k-6k   │ 6k-20k
         │        │          │       │          │
Rumble   │ Warmth │  Body    │ Pres- │ Presence │ Air
Feel     │ Punch  │  Muddiness│ ence  │ Harshness│ Sibilance

Decibel Reference Points

dBFS (Full Scale):
 0 dBFS  ████████████  Digital maximum (clipping)
-3 dBFS  ██████████    Peaks (leave headroom)
-6 dBFS  █████████     Recommended peak ceiling
-12 dBFS ███████       Average loud signal
-18 dBFS ██████        Recommended recording level
-24 dBFS ████          Conservative level
-60 dBFS █             Noise floor target

Recording

Microphone Types

TypePrincipleBest For
DynamicMoving coilLoud sources, live, durable
CondenserCapacitorStudio vocals, acoustic, detail
RibbonThin metal stripVintage tone, smooth highs
USBBuilt-in ADCPodcasts, convenience

Polar Patterns

CARDIOID          FIGURE-8           OMNI
   ╭─────╮          ╭───╮           ╭─────╮
 ╭─┤     ├─╮      ╭─┤   ├─╮       ╭─┤     ├─╮
│  │     │  │    │  │   │  │     │  │     │  │
│  │  ●  │  │    │  │ ● │  │     │  │  ●  │  │
│  │     │  │    │  │   │  │     │  │     │  │
 ╰─┤     ├─╯      ╰─┤   ├─╯       ╰─┤     ├─╯
   ╰─────╯          ╰───╯           ╰─────╯
 Front pickup    Front + Back      All around

Recording Levels

Target Peaks: -12 to -6 dBFS
Average Level: -18 to -12 dBFS

Why?
- Leaves headroom for processing
- Matches analog equipment sweet spot
- Prevents digital clipping
- 24-bit has plenty of resolution

Recording Best Practices

  • Set gain before recording (never during)
  • Record at 24-bit minimum
  • Use 48kHz for video, 44.1kHz for music
  • Monitor with headphones
  • Record a few seconds of room tone
  • Check phase when using multiple mics
  • Label takes immediately

Essential Processing

EQ (Equalization)

Types:
- High-pass filter (HPF): Removes low frequencies
- Low-pass filter (LPF): Removes high frequencies
- Bell/Peak: Boost or cut specific frequency
- Shelf: Boost or cut above/below frequency

Common Applications:
┌─────────────────────────────────────────┐
│ Vocal:                                  │
│ HPF at 80-100Hz (remove rumble)         │
│ Cut 200-300Hz (reduce mud)              │
│ Boost 3-5kHz (presence)                 │
│ Shelf boost 10kHz+ (air)                │
├─────────────────────────────────────────┤
│ Kick Drum:                              │
│ Boost 50-80Hz (sub)                     │
│ Cut 300-400Hz (boxiness)                │
│ Boost 3-5kHz (attack/click)             │
├─────────────────────────────────────────┤
│ Electric Guitar:                        │
│ HPF at 80Hz                             │
│ Cut 400-600Hz if muddy                  │
│ Boost 2-4kHz (bite)                     │
└─────────────────────────────────────────┘

Compression

Parameters:
┌────────────────────────────────────────────────┐
│ Threshold: Level where compression starts      │
│ Ratio: Amount of compression (4:1, 8:1, etc.) │
│ Attack: Time to engage (fast=punch, slow=body)│
│ Release: Time to disengage                     │
│ Knee: Hard (sudden) or soft (gradual)         │
│ Makeup Gain: Restore lost volume               │
└────────────────────────────────────────────────┘

Common Settings:
┌─────────────────────────────────────────┐
│ Vocals: 3:1-4:1, medium attack/release  │
│ Drums: 4:1-8:1, fast attack             │
│ Bass: 4:1, medium attack                │
│ Mix Bus: 2:1-3:1, slow attack, 1-3dB GR│
└─────────────────────────────────────────┘

Reverb

TypeCharacterUse
RoomSmall, tightNatural ambience
HallLarge, spaciousOrchestral, ballads
PlateBright, smoothVocals, snare
SpringVintage, boingyGuitar, lo-fi
ChamberWarm, denseNatural depth
Key Parameters:
- Pre-delay: Time before reverb (50-100ms for vocals)
- Decay/RT60: How long it lasts
- Damping: High-frequency absorption
- Size: Room dimensions
- Mix/Wet-Dry: Balance with original

Delay

TypeApplication
Slapback50-150ms, rockabilly, presence
StereoDifferent L/R times, width
Ping-pongAlternating L/R, interest
Tempo-sync1/4, 1/8 notes, rhythmic

Mixing

Gain Staging

Signal Flow Levels:
┌─────────────────────────────────────────┐
│ Input:     -18 dBFS (sweet spot)        │
│            ↓                            │
│ Plugin 1:  Output matches input level   │
│            ↓                            │
│ Plugin 2:  Output matches input level   │
│            ↓                            │
│ Fader:     Unity (0 dB) ideally         │
│            ↓                            │
│ Bus:       -12 to -6 dBFS peaks         │
│            ↓                            │
│ Master:    -6 dBFS peaks (before limit) │
└─────────────────────────────────────────┘

Panning Guidelines

Stereo Field:
Hard L    L    L-C    CENTER    R-C    R    Hard R
  │       │     │        │        │     │       │
  │       │     │        │        │     │       │
Rhythm   Gtr1  Keys1   Vocal    Keys2  Gtr2   Rhythm
 Gtr            BVox1   Bass    BVox2          Gtr
                        Kick
                        Snare

Common Positions:
- Center (0): Lead vocal, bass, kick, snare
- Slight L/R: Main instruments, harmonies
- Wide L/R: Rhythm guitars, stereo keys
- Hard L/R: Doubled parts, effects

Frequency Balancing

Making space (subtractive EQ approach):
┌────────────────────────────────────────────┐
│ Kick:  Boost 60Hz   │ Cut from Bass here   │
│ Bass:  Boost 80-100 │ Cut from Kick here   │
│ Gtr:   Owns 1-3kHz  │ Cut vocal slightly   │
│ Vocal: Boost 3-5kHz │ Cut guitar slightly  │
└────────────────────────────────────────────┘

Each element should have its own frequency "home"

Mix Bus Processing

Typical Chain:
1. Subtle EQ (tonal shaping)
2. Light compression (2:1, 1-3dB GR)
3. Stereo enhancement (if needed)
4. Limiter (only for reference bounce)

Keep mix bus processing minimal!
Leave headroom for mastering.

Mastering

Mastering Goals

  1. Tonal Balance: Even frequency response
  2. Dynamics: Appropriate loudness/dynamics
  3. Stereo Image: Width and mono compatibility
  4. Translation: Sounds good everywhere
  5. Format: Prepare for distribution

Loudness Standards

PlatformTargetMeasurement
Spotify-14 LUFSIntegrated
Apple Music-16 LUFSIntegrated
YouTube-14 LUFSIntegrated
Broadcast (US)-24 LUFSIntegrated
Broadcast (EU)-23 LUFSIntegrated
CD-9 to -12 LUFSIntegrated

Mastering Chain (Typical)

1. Reference Import
   └─→ Compare to commercial releases

2. EQ (Linear Phase)
   └─→ Broad adjustments only

3. Multiband Compression
   └─→ Control specific bands

4. Stereo Width
   └─→ Enhance or narrow

5. Limiting
   └─→ Final loudness, prevent clipping

6. Dither (if needed)
   └─→ 16-bit conversion only

Podcast Production

Recording Setup

Recommended Signal Chain:
Mic → Audio Interface → DAW

Equipment Tiers:
┌─────────────────────────────────────────┐
│ Budget:    USB Mic (Blue Yeti, AT2020)  │
│ Mid:       SM7B + Cloudlifter + Interface│
│ Pro:       Large diaphragm condenser    │
│            + high-end preamp            │
└─────────────────────────────────────────┘

Podcast Processing Chain

1. Noise Reduction
   └─→ Remove room noise, hum

2. De-essing
   └─→ Tame harsh "s" sounds

3. Compression
   └─→ Even out volume (3:1-4:1)

4. EQ
   └─→ HPF at 80Hz, presence boost

5. Limiter
   └─→ Catch peaks, -1 dBFS ceiling

Target: -16 LUFS (mono), -19 LUFS (stereo)
True Peak: -1 dBTP

Podcast Export Settings

Standard:
- Format: MP3 or AAC
- Bitrate: 128 kbps (mono), 192 kbps (stereo)
- Sample rate: 44.1 kHz

High Quality:
- Format: AAC
- Bitrate: 256 kbps
- Sample rate: 48 kHz

Chapters: Use ID3 tags for chapter markers
Artwork: 3000x3000 minimum, JPG or PNG

Sound Design

Creating Sounds

Approaches:
1. Recording: Capture real sounds (foley)
2. Synthesis: Create from oscillators
3. Sampling: Manipulate existing sounds
4. Processing: Transform through effects
5. Layering: Combine multiple sources

Synthesis Types

TypeMethodSound Character
SubtractiveFilter oscillatorsClassic analog
FMFrequency modulationMetallic, bells
WavetableMorphing waveformsModern, evolving
GranularTiny sound particlesTexture, pads
AdditiveStack sine wavesPrecise, organs
Physical ModelingSimulate physicsRealistic instruments

Layering Formula

Sound Design Stack:
┌─────────────────────────────────────┐
│ TOP: High frequencies (air, presence)│
│ MID: Character, tone                │
│ LOW: Foundation, weight             │
│ SUB: Felt, not heard (20-60Hz)      │
│ TRANSIENT: Attack, punch            │
└─────────────────────────────────────┘

Process each layer separately, combine at end.

DAWs (Digital Audio Workstations)

DAWStrengthsPlatform
Pro ToolsIndustry standard, editingAll
Logic ProComplete package, ApplemacOS
Ableton LiveLive performance, electronicAll
FL StudioBeat making, workflowAll
ReaperCustomizable, affordableAll
CubaseMIDI, compositionAll
Studio OneModern workflowAll
AudacityFree, simple editingAll

File Formats

FormatTypeQualityUse
WAVUncompressedLosslessProduction, archive
AIFFUncompressedLosslessMac production
FLACCompressedLosslessArchive, audiophile
ALACCompressedLosslessApple ecosystem
MP3CompressedLossyDistribution
AACCompressedLossyStreaming, Apple
OGGCompressedLossyGames, open source

Export Specifications

For Mastering:
- Format: WAV
- Bit depth: 24-bit (or 32-bit float)
- Sample rate: Match session (typically 44.1/48kHz)
- Headroom: -6 dBFS peaks

For Distribution:
- Format: WAV or FLAC (lossless)
- Bit depth: 16-bit (with dither)
- Sample rate: 44.1 kHz
- Loudness: Platform target LUFS

Best Practices

DO:

  • Record at proper levels (-18 dBFS average)
  • Use reference tracks
  • Take breaks (ear fatigue is real)
  • Check mono compatibility
  • Use subtractive EQ first
  • Process in series, not parallel (usually)
  • Save project versions regularly
  • Export stems for backup

DON'T:

  • Record with processing (usually)
  • Mix at high volumes
  • Over-compress everything
  • Solo instruments too long
  • Trust only one playback system
  • Rush the mixing process
  • Forget to dither (16-bit only)
  • Master your own mixes (ideally)

Quality Checklist

Pre-Export

  • Gain staging correct throughout
  • No clipping or distortion
  • Phase issues resolved
  • Mono compatibility checked
  • Low-end translation verified
  • High frequencies not harsh

Final Check

  • Listen on multiple systems
  • Check in car, phone, earbuds
  • Verify format specifications
  • Confirm LUFS target met
  • True peak below -1 dBTP
  • Metadata correctly embedded

FAQ

What does the audio-production skill do?

Professional audio production for music, podcasts, and sound design. Use when working with audio recording, mixing, mastering, or sound design for any medium.

How do I install audio-production?

Run npx skills add https://github.com/travisjneuman/.claude --skill audio-production in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/audio-production/ (personal) or .claude/skills/audio-production/ (project).

Which AI agents can use audio-production?

Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.

Is audio-production safe to install?

No partner security audit is available yet. Skills can run commands and scripts, so read the SKILL.md and any bundled files before installing.

Who maintains audio-production?

It is published by travisjneuman in travisjneuman/.claude. It has 290 recorded installs.

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