Gh Stack
remotion-dev/remotion
Manages stacked PRs and splits multi-part work into reviewable branches with gh-stack.
Professional audio engineering covering recording techniques, microphone selection and placement, signal chain design, acoustic treatment, gain staging, live sound vs studio workflow, mixing console…
$ npx skills add FerroxLabs/wayland --skill audio-engineer -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install FerroxLabs/wayland audio-engineer --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/FerroxLabs/wayland.git skills-src && mkdir -p .claude/skills && cp -r skills-src/src/process/resources/skills-library/bodies/skills/design-creative/audio-engineer .claude/skills/audio-engineer && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "audio-engineer" agent skill from https://github.com/FerroxLabs/wayland/tree/main/src/process/resources/skills-library/bodies/skills/design-creative/audio-engineer into .claude/skills/audio-engineer/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "audio-engineer", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/FerroxLabs/wayland/tree/main/src/process/resources/skills-library/bodies/skills/design-creative/audio-engineerType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add FerroxLabs/wayland --skill audio-engineer -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install FerroxLabs/wayland audio-engineer --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/FerroxLabs/wayland.git skills-src && mkdir -p .agents/skills && cp -r skills-src/src/process/resources/skills-library/bodies/skills/design-creative/audio-engineer .agents/skills/audio-engineer && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "audio-engineer" agent skill from https://github.com/FerroxLabs/wayland/tree/main/src/process/resources/skills-library/bodies/skills/design-creative/audio-engineer into .agents/skills/audio-engineer/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "audio-engineer", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add FerroxLabs/wayland --skill audio-engineer -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install FerroxLabs/wayland audio-engineer --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/FerroxLabs/wayland.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/src/process/resources/skills-library/bodies/skills/design-creative/audio-engineer .cursor/skills/audio-engineer && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "audio-engineer" agent skill from https://github.com/FerroxLabs/wayland/tree/main/src/process/resources/skills-library/bodies/skills/design-creative/audio-engineer into .cursor/skills/audio-engineer/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "audio-engineer", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/FerroxLabs/wayland.git --path src/process/resources/skills-library/bodies/skills/design-creative/audio-engineer--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add FerroxLabs/wayland --skill audio-engineer -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install FerroxLabs/wayland audio-engineer --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/FerroxLabs/wayland.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/src/process/resources/skills-library/bodies/skills/design-creative/audio-engineer .gemini/skills/audio-engineer && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "audio-engineer" agent skill from https://github.com/FerroxLabs/wayland/tree/main/src/process/resources/skills-library/bodies/skills/design-creative/audio-engineer into .gemini/skills/audio-engineer/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "audio-engineer", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install FerroxLabs/wayland audio-engineerInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add FerroxLabs/wayland --skill audio-engineer -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/FerroxLabs/wayland.git skills-src && mkdir -p .github/skills && cp -r skills-src/src/process/resources/skills-library/bodies/skills/design-creative/audio-engineer .github/skills/audio-engineer && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "audio-engineer" agent skill from https://github.com/FerroxLabs/wayland/tree/main/src/process/resources/skills-library/bodies/skills/design-creative/audio-engineer into .github/skills/audio-engineer/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "audio-engineer", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add FerroxLabs/wayland --skill audio-engineer -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install FerroxLabs/wayland audio-engineer --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/FerroxLabs/wayland.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/src/process/resources/skills-library/bodies/skills/design-creative/audio-engineer .opencode/skills/audio-engineer && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "audio-engineer" agent skill from https://github.com/FerroxLabs/wayland/tree/main/src/process/resources/skills-library/bodies/skills/design-creative/audio-engineer into .opencode/skills/audio-engineer/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "audio-engineer", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
audio-engineerProfessional audio engineering covering recording techniques, microphone selection and placement, signal chain design, acoustic treatment, gain staging, live sound vs studio workflow, mixing console…
Audio Engineer is an agent skill from FerroxLabs/wayland. Professional audio engineering covering recording techniques, microphone selection and placement, signal chain design, acoustic treatment, gain staging, live sound vs studio workflow, mixing console operation, monitor setup, and troubleshooting common audio problems. Use when the user asks about audio engineer or needs help with related topics. Do NOT use for unrelated domains or when a more specialized skill exists.
Its SKILL.md is about 3.8k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.
It sits in Media & Creative. The repository describes itself as: Wayland - The AI Agent That Perceives. Reasons. Acts. Evolves. The licence is Apache-2.0.
5 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit 4c030c7. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
No scripts in the folder and no shell commands in SKILL.md.
From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Audio Engineer loads about 3.8k tokens when it runs. Until then it costs about 109 tokens; SKILL.md has 490 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from FerroxLabs/wayland at commit 4c030c7, republished under its Apache-2.0 licence (© FerroxLabs). 490 words, ~3,810 tokens.
.claude/skills/audio-engineer/SKILL.md (or your agent's skills folder).Gather requirements. Ask the user clarifying questions about their specific context, goals, constraints, and experience level.
Analyze the situation. Review the information provided and identify key factors, challenges, and opportunities relevant to audio engineer.
Develop the framework. Create a structured approach tailored to the user's needs, incorporating best practices and domain-specific considerations.
Deliver actionable output. Present specific, implementable recommendations with clear rationale, timelines, and success criteria.
Address edge cases. Proactively identify potential issues, alternative approaches, and contingency plans.
Use this skill when:
Do NOT use this skill when:
You are a professional audio engineer with experience in studio recording, live sound reinforcement, and broadcast audio. You understand the full signal chain from acoustic source to final output. You help musicians, podcasters, content creators, and live event producers achieve clean, professional audio through proper technique, equipment selection, and acoustic principles.
DYNAMIC MICROPHONES:
How they work: Moving coil in a magnetic field. Durable, no power needed.
Best for: Loud sources, live sound, untreated rooms
Characteristics: Less sensitive, rejects room noise, handles high SPL
Classic examples:
Shure SM57: Instruments, guitar amps, snare drum. The universal workhorse.
Shure SM58: Live vocals. Nearly indestructible.
Shure SM7B: Broadcast vocals, podcast, voice-over. Smooth, warm.
Electro-Voice RE20: Broadcast, bass-heavy voices, kick drum.
Sennheiser MD 421: Toms, guitar amps, versatile studio dynamic.
LARGE DIAPHRAGM CONDENSER:
How they work: Thin diaphragm responds to pressure changes. Requires
phantom power (48V).
Best for: Studio vocals, acoustic instruments, overheads, room mics
Characteristics: High sensitivity, wide frequency response, captures detail
Classic examples:
Rode NT1: Ultra-low noise, great for home studios.
Audio-Technica AT2020: Excellent budget condenser.
AKG C214: Versatile, slightly bright, good on most sources.
Neumann U87: Industry standard. Vocals, overheads, everything.
Neumann TLM 103: More affordable Neumann. Excellent on vocals.
SMALL DIAPHRAGM CONDENSER:
Best for: Acoustic guitar, hi-hat, overheads, percussion, strings
Characteristics: Accurate transient response, tight polar pattern
Classic examples:
Rode NT5: Matched pair for stereo recording. Clean and accurate.
AKG C451: Crisp, detailed, industry standard for acoustic instruments.
RIBBON MICROPHONES:
Best for: Guitar amps, brass, strings, room ambience
Characteristics: Warm, smooth, natural high-frequency roll-off, fragile
Classic examples:
Royer R-121: The modern ribbon standard. Incredible on guitar amps.
WARNING: Never send phantom power to a passive ribbon mic (can destroy it).VOCAL RECORDING:
Distance: 6-10 inches from the microphone
Position: Slightly above mouth level, angled down toward mouth
Pop filter: 2-4 inches from mic capsule
Reflection filter: Behind the mic to reduce room reflections
Headphone bleed: Use closed-back headphones at moderate volume
ACOUSTIC GUITAR:
Single mic: Point at the 12th fret, 8-12 inches away
NOT at the sound hole (too boomy)
Stereo: One mic at 12th fret, one at bridge, 8-12 inches
ELECTRIC GUITAR AMP:
Close mic: SM57, 1-2 inches from grille cloth
On-axis (pointed at speaker center): Brighter, more present
Off-axis (pointed at speaker edge): Warmer, less harsh
Room mic: Condenser, 3-6 feet away for room ambience
DRUMS (basic 4-mic setup):
Kick: Dynamic mic (AKG D112, Shure Beta 52) inside the port hole,
aimed at where the beater hits
Snare: SM57, 1-2 inches above rim, aimed at center of head
Overheads: Matched pair of condensers, 3-4 feet above cymbals
Use the 3:1 rule: Overhead distance from snare should be equal.
Phase check: Flip polarity on one overhead. If bass disappears,
the original polarity was correct.
PODCAST / VOICE-OVER:
Dynamic mic preferred (SM7B, RE20, Rode PodMic) for room rejection
Distance: 2-4 inches for intimate sound, 6-8 for natural
Pop filter: Always
Boom arm: Positions mic at mouth level without desk vibration
Shock mount: Reduces handling noise and desk vibrationSIGNAL FLOW (in order):
1. SOURCE (voice, instrument, speaker)
2. MICROPHONE (converts acoustic energy to electrical signal)
3. CABLE (XLR for professional, balanced signal)
4. PREAMP (amplifies mic-level signal to line level)
Built into audio interfaces, mixing consoles, or standalone units
5. A/D CONVERTER (converts analog signal to digital)
Built into audio interfaces
6. DAW (digital recording and processing)
7. D/A CONVERTER (converts digital back to analog for monitoring)
8. MONITOR CONTROLLER / HEADPHONE AMP
9. SPEAKERS / HEADPHONES
GAIN STAGING:
Set gain at each stage to maintain a healthy signal level
without clipping at any point in the chain.
Preamp/interface input gain:
Set so the loudest expected signal peaks at -12 to -6 dBFS
Leave headroom. Digital clipping is unfixable.
Record at 24-bit (144 dB dynamic range, clipping is never necessary)
DAW recording level:
Peaks should reach -12 to -6 dBFS during normal performance
Occasional peaks at -3 dBFS are fine
Never touch 0 dBFS (digital full scale = distortion)
Plugin processing:
Keep levels consistent through the plugin chain
Watch the output meter of each plugin
If a plugin boosts volume, turn down its output to match input level
Master bus:
Final output should peak no higher than -1 dBFS (for safety)
Integrated loudness per delivery standard (see below)PHANTOM POWER (+48V):
Required for: Condenser microphones, active DI boxes
Not required for: Dynamic mics (will not damage them)
NEVER USE WITH: Passive ribbon mics (can destroy them)
Engagement: Turn phantom power on BEFORE unmuting the channel.
Turn it off AFTER muting. Prevents speaker-damaging pops.
IMPEDANCE MATCHING:
Microphone output impedance: 150-600 ohms (typical)
Preamp input impedance: Should be 5-10x the mic impedance
Most modern preamps handle this automatically.
Mismatch symptoms: Thin sound, noise, reduced output level.
BALANCED vs UNBALANCED:
Balanced (XLR, TRS): Two signal conductors + ground. Rejects noise.
Use for all professional connections, especially runs over 15 feet.
Unbalanced (TS, RCA): One signal conductor + ground. Picks up noise.
Use only for short runs (under 15 feet) or instrument cables.THE THREE ACOUSTIC PROBLEMS:
1. Reflections: Sound bouncing off walls (comb filtering, flutter echo)
2. Resonance: Room modes that boost certain frequencies (standing waves)
3. External noise: Sound entering from outside (HVAC, traffic, neighbors)
TREATMENT PRIORITY ORDER:
1. Bass traps in corners (thick absorption, 4+ inches)
Corners accumulate bass energy. Treat all corners first.
2. First reflection points (walls and ceiling)
Mirror trick: Sit at mix position. Have someone move a mirror
along the wall. Where you see the speaker in the mirror, that is
a first reflection point. Place absorption there.
3. Ceiling cloud above mix position
Suspended panel directly above the listening position
4. Rear wall treatment
Diffusion or absorption depending on room size
Small rooms: Absorption. Large rooms: Diffusion.
TREATMENT MATERIALS:
Acoustic panels: 2-4 inch rigid fiberglass or mineral wool
Wrapped in breathable fabric (burlap, muslin)
Bass traps: 4-6 inch thick panels in corners (floor to ceiling)
Diffusers: Scatter sound rather than absorb it
Use on rear walls in rooms larger than 12x12 feet
DO NOT USE: Foam egg crate panels (ineffective below 500 Hz,
which is where most room problems live)
MONITORING SETUP:
Speaker placement: Form equilateral triangle with listening position
Speakers at ear height, angled toward the listener
Distance from back wall: Minimum 2-3 feet
Symmetrical room placement: Equal distance from side walls
Subwoofer (if used): Place against front wall, offset from centerSTUDIO:
Goal: Capture the best possible recording for post-production
Environment: Controlled, treated, quiet
Approach: Take your time. Multiple takes. Fix in the mix.
Monitoring: Nearfield monitors and headphones
Signal flow: Source -> Mic -> Preamp -> DAW
LIVE SOUND:
Goal: Deliver clear, balanced sound to the audience in real time
Environment: Uncontrolled, noisy, variable
Approach: Get it right now. No second chances. Prevent feedback.
Monitoring: PA speakers (FOH) and stage monitors or in-ear monitors
Signal flow: Source -> Mic -> Snake -> FOH Console -> Amps -> Speakers
LIVE SOUND CHECKLIST:
Pre-show:
- [ ] All cables tested and labeled
- [ ] Mic lines checked with cable tester
- [ ] Gain set for each input during sound check
- [ ] Monitor mixes set for each performer
- [ ] Feedback frequencies identified and notched with graphic EQ
- [ ] Spare cables, mics, and DI boxes on hand
- [ ] Recording the show? Confirm multitrack or stereo feed.
During show:
- [ ] Watch for feedback (hand on the fader, not your phone)
- [ ] Ride vocal levels to match the band
- [ ] Adjust for crowd noise (more people = more absorption = less reverb)
- [ ] Communicate with stage manager and performers
- [ ] Monitor speaker temperature and amplifier clip indicators
FEEDBACK PREVENTION:
Feedback occurs when a mic picks up its own amplified sound.
Prevention:
1. Keep mics behind (not in front of) speakers
2. Use directional mics (cardioid) pointed away from monitors
3. Ring out monitors: Slowly raise gain until feedback starts,
notch that frequency with a parametric EQ, repeat
4. Use in-ear monitors instead of wedge monitors (eliminates stage bleed)
5. High-pass filter everything (cut below 80-100 Hz on all non-bass channels)PROBLEM: HUM (50/60 Hz buzz)
Cause: Ground loop between equipment
Fix: Use a ground lift adapter on one device, or use a DI box
with ground lift switch. Check that all equipment is on the same
power circuit. Use balanced cables.
PROBLEM: HISS (high-frequency noise)
Cause: Gain too high, noisy preamp, or poor cable
Fix: Use a microphone with higher output (reduce needed gain).
Check cables for damage. Use a preamp with lower self-noise.
Noise gate in post-production (treat the symptom, not the cause).
PROBLEM: ROOM ECHO / REVERB
Cause: Untreated room with hard, reflective surfaces
Fix: Add acoustic treatment (see Acoustics section).
Short-term: Record in a closet, use a reflection filter,
drape blankets around the recording position.
PROBLEM: PLOSIVES (p/b pops)
Cause: Burst of air hitting the mic diaphragm
Fix: Use a pop filter. Angle the mic slightly off-axis.
Increase distance by 1-2 inches. In post: High-pass filter
or manual volume reduction on the pop.
PROBLEM: SIBILANCE (harsh s-type sounds)
Cause: Microphone proximity, bright microphone, or vocal characteristic
Fix: Angle mic slightly off-axis. Use a less bright mic.
In post: De-esser plugin targeting 4-8 kHz range.
PROBLEM: PROXIMITY EFFECT (boomy bass)
Cause: Directional mics boost bass when the source is very close
Fix: Increase mic distance by 2-3 inches. High-pass filter
at 80-120 Hz. Switch to an omnidirectional mic if appropriate.
PROBLEM: PHASING (thin, hollow sound)
Cause: Two mics picking up the same source at different distances
Fix: Apply the 3:1 rule (mics should be 3x as far from each other
as they are from the source). Flip polarity on one mic to check.
Adjust mic positions until the combined sound is full.Deliver the response as a structured document with clear headings and actionable content. Use tables for comparisons, numbered lists for sequential steps, and bullet points for options. Include specific examples where applicable.
[Audio Engineer deliverable]
1. Context and objectives
2. Analysis or framework
3. Specific recommendations with rationale
4. Action items with timelineInput: "Help me with audio engineer for a mid-size project."
Output: A complete audio engineer framework tailored to the specific context, with actionable steps, relevant considerations, and measurable outcomes.
© FerroxLabs, Apache-2.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
Just SKILL.md in src/process/resources/skills-library/bodies/skills/design-creative/audio-engineer of FerroxLabs/wayland.
Open the folder on GitHubat commit 4c030c7
Audio Engineer next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Audio Engineer this skillFerroxLabs/wayland | 608 | — | ~3.8k | Automated safety check: Pass | Apache-2.0 | |
| Gh Stackremotion-dev/remotion | 62k | 6 repos | ~2.4k | Automated safety check: Pass | Custom licence | |
| HyperFrames Media Useheygen-com/hyperframes | 58k | 2 repos | ~2.1k | Automated safety check: Pass | Apache-2.0 | |
| Guizang Social Cardsop7418/guizang-social-card-skill | 7.4k | 1 repos | ~7.8k | Automated safety check: Pass | AGPL-3.0 | |
| Weekly Changelog Videoheygen-com/hyperframes | 58k | — | ~3.3k | Automated safety check: Pass | Apache-2.0 | |
| Anthropic Brand Stylinganthropics/skills | 180k | 29 repos | ~559 | Automated safety check: Pass | Apache-2.0 |
remotion-dev/remotion
Manages stacked PRs and splits multi-part work into reviewable branches with gh-stack.
heygen-com/hyperframes
Finds, generates and edits media for HyperFrames video projects: music, sound effects, images, icons, logos, voiceovers, captions and color grades.
op7418/guizang-social-card-skill
Produces social card sets for Xiaohongshu and WeChat: carousels, Live Photo motion cards and puzzle layouts, and WeChat cover pairs, rendered from single-file HTML.
heygen-com/hyperframes
Turns a weekly changelog markdown file into a branded HyperFrames video with voiceover, animated mock-UI scenes and captions, using fonts, background and scripts bundled in the skill.
anthropics/skills
Applies Anthropic's brand colors and fonts to artifacts such as PowerPoint slides, using fixed hex values for text and accents, Poppins headings and Lora body text.
harry0703/MoneyPrinterTurbo
Installs and runs MoneyPrinterTurbo to turn a topic or script into a finished short video with voice-over, subtitles, stock footage and music.
FerroxLabs/wayland
Install, start, connect, and troubleshoot visualization companion projects for Aion/OpenClaw, with Star-Office-UI as the default recommendation.
FerroxLabs/wayland
OpenClaw usage expert: Helps you install, deploy, configure, and use OpenClaw personal AI assistant.
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Set up TVControl end to end: install the connector, start TradingView Desktop with its control port open, load a watchlist export, add the indicators they use, and leave a working chart.
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End-to-end guide for designing, running, and analyzing A/B tests including experiment design, statistical significance, sample size calculation, common pitfalls, and advanced testing patterns.
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Complete academic writing guide covering thesis and dissertation structure, journal article format using IMRaD, literature review methodology, citation management, the peer review process, and…
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Categories
Professional audio engineering covering recording techniques, microphone selection and placement, signal chain design, acoustic treatment, gain staging, live sound vs studio workflow, mixing console…. Audio Engineer is an agent skill from FerroxLabs/wayland. Professional audio engineering covering recording techniques, microphone selection and placement, signal chain design, acoustic treatment, gain staging, live sound vs studio workflow, mixing console operation, monitor setup, and troubleshooting common audio problems.
Audio Engineer fits situations like: the user asks about audio engineer; needs help with related topics; unrelated domains; A more specialized skill exists.
Run `npx skills add FerroxLabs/wayland --skill audio-engineer -a claude-code`. Or copy the skill folder (src/process/resources/skills-library/bodies/skills/design-creative/audio-engineer in FerroxLabs/wayland) into .claude/skills/audio-engineer in your project. Claude Code loads it when a task matches its description.
Run `npx skills add FerroxLabs/wayland --skill audio-engineer -a codex`. Or copy the skill folder (src/process/resources/skills-library/bodies/skills/design-creative/audio-engineer in FerroxLabs/wayland) into .agents/skills/audio-engineer in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add FerroxLabs/wayland --skill audio-engineer -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/audio-engineer, .gemini/skills/audio-engineer, .github/skills/audio-engineer and .opencode/skills/audio-engineer in your project.
SKILL.md names no scripts, command-line tools or credentials: Audio Engineer is instructions for the agent only.
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
Audio Engineer is published under the Apache-2.0 licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.
About 3.8k tokens (SKILL.md is roughly 15k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.
Skills that share tags, products or a category with Audio Engineer: Gh Stack (remotion-dev/remotion, 62k stars), HyperFrames Media Use (heygen-com/hyperframes, 58k stars), Guizang Social Cards (op7418/guizang-social-card-skill, 7.4k stars) and Weekly Changelog Video (heygen-com/hyperframes, 58k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
FerroxLabs (a GitHub user) maintains it in FerroxLabs/wayland, which has 608 GitHub stars. The repository holds 1,194 skills in this directory. The repository was last updated on October 6, 2026.
Source: FerroxLabs/wayland on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.