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SKILL verified MIT Self-run

Creating Godot Procedural Audio

skill-abagames-agentic-gamedev-skills-creating-godot-procedural-audio · by abagames

Designs and implements procedural audio for Godot games. Use when creating runtime SFX with Godot built-in audio APIs, mapping game events to timbre, or avoiding external audio assets.

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Install

$ agentstack add skill-abagames-agentic-gamedev-skills-creating-godot-procedural-audio

✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.

Security review

✓ Passed

No 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.

View the full security report →

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Reliability & compatibility

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Declared compatibility

Claude CodeClaude Desktop

Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.

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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 Direction or Required sounds section, 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; keep main.gd as orchestration.
  • Reuse .agents/skills/creating-godot-procedural-audio/assets/audio_synth.gd or the template's existing audio_synth.gd primitives. 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_(), and stop_(). 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 AudioStreamGenerator when real-time synthesis is required.

Workflow:

  1. Derive sound character from the visual direction and mechanics.
  2. Choose 1-2 base waveforms plus a modulation method.
  3. Define event-to-timbre mappings.
  4. Link dynamic parameters (combo / speed / danger / difficulty) so they audibly modulate at least one event, not just the score number.
  5. 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-visuals produces /VISUAL_DESIGN.md, which sound character should derive from.
  • scaffolding-godot-mini-games ships the template audio_synth.gd referenced above; copy this skill's assets/audio_synth.gd only 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.

Install and usage instructions live in the source repository linked above.

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Versions

  • v0.1.0 Imported from the upstream source.