Install
$ agentstack add skill-gamedev-skills-awesome-gamedev-agent-skills-godot-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.
About
Godot Audio (4.x)
Play SFX and music, route them through buses, control volume in decibels, and time gameplay to the beat. Targets Godot 4.3+.
When to use
- Use when playing sound effects or music, routing audio to buses (Master/Music/SFX),
adjusting volume/mute from code, adding bus effects (reverb, compressor), positional 3D audio, or syncing events to music.
**When not to use:** engine-agnostic audio design (adaptive music structure, mixing philosophy, ducking patterns) → audio-design; importing/encoding assets outside Godot.
Core workflow
- Pick the player node:
AudioStreamPlayer— non-positional (music, UI, global SFX).AudioStreamPlayer2D/AudioStreamPlayer3D— positional; volume/pan from distance.
- Assign an
AudioStreamtostream(.oggfor music/loops,.wavfor short SFX)
and play(). Set autoplay for music that starts with the scene.
- Route to a bus. Set the player's
busto a named bus (e.g."Music","SFX").
Define buses in the Audio panel (bottom dock); each can have volume, mute, solo, and effects.
- Control volume in dB, not linear (audio is logarithmic).
0 dB= unchanged,
-80 dB ≈ silent. Convert with linear_to_db/db_to_linear.
- Drive volume/mute from code with
AudioServerby bus index. - For rhythm, compute precise playback time using output latency compensation.
Patterns
1. One-shot SFX (fire-and-forget)
@onready var sfx: AudioStreamPlayer = $Sfx # stream assigned in the editor
func play_jump() -> void:
sfx.pitch_scale = randf_range(0.95, 1.05) # slight variation avoids fatigue
sfx.play()
# For many overlapping copies, use an AudioStreamPlayer with an
# AudioStreamPolyphonic stream, or spawn short-lived players and free on `finished`.
2. Set a bus's volume and mute via AudioServer
func set_music_volume(linear_0_to_1: float) -> void:
var bus := AudioServer.get_bus_index("Music")
# Convert a 0..1 slider to decibels; clamp avoids -inf at 0.
AudioServer.set_bus_volume_db(bus, linear_to_db(maxf(linear_0_to_1, 0.0001)))
func toggle_sfx(muted: bool) -> void:
AudioServer.set_bus_mute(AudioServer.get_bus_index("SFX"), muted)
3. Crossfade between two music tracks
@onready var a: AudioStreamPlayer = $MusicA
@onready var b: AudioStreamPlayer = $MusicB
func crossfade_to(stream: AudioStream, secs := 1.5) -> void:
b.stream = stream
b.volume_db = -40.0
b.play()
var tw := create_tween().set_parallel(true)
tw.tween_property(a, "volume_db", -40.0, secs) # fade out current
tw.tween_property(b, "volume_db", 0.0, secs) # fade in next
tw.chain().tween_callback(a.stop)
var tmp := a; a = b; b = tmp # swap roles
4. Beat-accurate timing (compensate for output latency)
@onready var music: AudioStreamPlayer = $Music
func get_playback_time() -> float:
# Add time since the last audio mix, subtract output latency, for sub-frame accuracy.
var t := music.get_playback_position() + AudioServer.get_time_since_last_mix()
return t - AudioServer.get_output_latency()
Pitfalls
- Treating volume as linear.
volume_db/set_bus_volume_dbare decibels. Setting
volume_db = 0.5 is nearly full volume, not half. Map sliders with linear_to_db.
linear_to_db(0.0)is-inf. Clamp the linear value to a small minimum (e.g.
0.0001) before converting, or special-case 0 → mute.
- Bus name typos fail quietly.
get_bus_index("Muisc")returns-1; calls then error
or no-op. Match the exact bus name from the Audio panel.
- Short SFX cut off when the same player is retriggered. Use separate players, an
AudioStreamPolyphonic, or AudioStreamPlayer per-shot freed on finished.
- Music doesn't loop unless the import/stream loop is enabled (
.oggimport has a
Loop option; AudioStreamWAV has loop_mode).
- Syncing to
get_playback_position()alone is jittery — it updates per audio mix,
not per frame; add get_time_since_last_mix() and subtract get_output_latency().
- 3D audio inaudible → no
AudioListener3D/Camera3Dto hear it, ormax_distance/
attenuation too tight, or wrong bus muted.
References
- For the bus layout (
.tres), adding effects (reverb/compressor/EQ) and side-chain
ducking, AudioStreamPolyphonic/AudioStreamInteractive, microphone capture, and procedural audio with AudioStreamGenerator, read references/buses-and-effects.md.
Related skills
audio-design— engine-agnostic adaptive music, mixing, and ducking practice.godot-animation— syncing animation/Tween toget_playback_position().godot-ui-control— volume sliders wired toAudioServer.
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: gamedev-skills
- Source: gamedev-skills/awesome-gamedev-agent-skills
- License: Apache-2.0
Install and usage instructions live in the source repository linked above.
Reviews
No reviews yet — be the first.
Write a review
Versions
- v0.1.0 Imported from the upstream source.