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audio-production

audio-production

github.com/travisjneumanCreative & media106292 installsUpdated 1d ago
Repository

About audio-production

A reference guide to audio production for music, podcasts, video, and interactive media. It covers recording through mastering, with practical processing, export, and quality-check guidance.

Key features

  1. 01Audio fundamentals and signal flow
  2. 02Recording gear and level guidance
  3. 03EQ, compression, and reverb
  4. 04Mixing and mastering workflows
  5. 05Podcast production and export
  6. 06Format specifications and QA

Use cases

  1. 01Plan vocal or instrument recordings
  2. 02Process and export podcast audio
  3. 03Mix tracks and prepare masters

Install

Copy the command and run it in a terminal.

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

After installing, type/audio-productionin Claude Code to confirm it loaded.

Details

From the project README

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

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