Install
$ agentstack add skill-abagames-agentic-gamedev-skills-creating-godot-procedural-audio ✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.
Security review
✓ PassedNo issues found. Passed automated security review. · v0.1.0 How review works →
- ✓ Prompt-injection patterns
- ✓ Secret / credential exfiltration
- ✓ Dangerous shell & filesystem operations
- ✓ Untrusted network calls
- ✓ Known-malicious package signatures
What it can access
- ✓ Network access No
- ✓ Filesystem access No
- ✓ Shell / process execution No
- ✓ Environment & secrets No
- ✓ Dynamic code execution No
From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.
Verified badge
Passed review? Show it. Paste this badge into your README, it links to the public security report.
Reliability & compatibility
Declared compatibility
Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.
We're building live execution health for every listing: tool-call success rate, median latency, uptime, and last-checked timestamps, measured, not self-reported. It isn't live yet, so we don't show numbers we can't stand behind.
How agent discovery & health will work →About
Use this skill for Godot game audio that is synthesized or generated inside the project.
Default artifacts:
- If a project directory is known, put the full audio plan in
/SOUND_DESIGN.md. - If the project README has a
Visual And Audio DirectionorRequired soundssection, keep it as a short summary and update it only when the audio direction changes. - Implement through a small project-specific module such as
/audio_controller.gd; keepmain.gdas orchestration. - Reuse
.agents/skills/creating-godot-procedural-audio/assets/audio_synth.gdor the template's existingaudio_synth.gdprimitives. Copy the helper into the project only if it is missing or materially different. - If visual tags are project-specific or concept-derived rather than exact guide entries, map them by nearest material, geometry, motion, or atmosphere family and record that mapping in
SOUND_DESIGN.md. - Continuous sounds should expose a minimal control surface:
start_(),update_(params),release_(), andstop_(). Headless/no-op handles must preserve the same calls so tests can verify state transitions without playback.
Core rules:
- Use Godot built-in audio only; avoid external audio files unless the project explicitly allows them.
- Keep event families semantically stable within a game: score, danger, damage, and state change should have distinct timbral identities.
- Vary waveform, pitch range, envelope, modulation, rhythm, and density between games instead of reusing a global beep vocabulary.
- Continuous sounds need explicit start, stop, and release behavior.
- Prefer simple generated sample streams when possible; use
AudioStreamGeneratorwhen real-time synthesis is required.
Workflow:
- Derive sound character from the visual direction and mechanics.
- Choose 1-2 base waveforms plus a modulation method.
- Define event-to-timbre mappings.
- Link dynamic parameters (combo / speed / danger / difficulty) so they audibly modulate at least one event, not just the score number.
- Implement through a small audio responsibility module.
Read references/sound-design-guide.md for event catalogues, procedural audio patterns, and design checklists. Reusable primitives are in assets/audio_synth.gd.
Companion skills
directing-game-visualsproduces/VISUAL_DESIGN.md, which sound character should derive from.scaffolding-godot-mini-gamesships the templateaudio_synth.gdreferenced above; copy this skill'sassets/audio_synth.gdonly when no template copy exists in the project.
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: abagames
- Source: abagames/agentic-gamedev-skills
- License: MIT
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.