godot-audio-systems
Expert patterns for Godot audio including AudioStreamPlayer variants (2D positional, 3D spatial), AudioBus mixing architecture, dynamic effects (reverb…
Skill by bgrenat
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What this skill can do and what it asks for, from its SKILL.md and code. Checked Oct 25, 2026.
- Tools
- No tools found
- Secrets
- None asked for
- Install scripts
- None found
Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.claude/skills/godot-audio-systems
What's inside
- Skill name
godot-audio-systems- Description
- Expert patterns for Godot audio including AudioStreamPlayer variants (2D positional, 3D spatial), AudioBus mixing architecture, dynamic effects (reverb, EQ,compression), audio pooling for performance, music transitions (crossfade, bpm-sync), and procedural audio generation. Use for music systems, sound effects, spatial audio, or audio-reactive gameplay. Trigger keywords: AudioStreamPlayer, AudioStreamPlayer2D, AudioStreamPlayer3D, AudioBus, AudioServer, AudioEffect, music_crossfade, audio_pool, positional_audio, reverb, bus_volume.
- License
- LGPL-3.0
- Instructions
- 524 lines in SKILL.md · view on GitHub
Agent Skills spec issues
- body: 524 lines (spec recommends under 500)
Files (17)
- SKILL.md
- audio_adaptive_music_player.gd · scripts/
- audio_bus_ducker_logic.gd · scripts/
- audio_bus_manager.gd · scripts/
- audio_environmental_reverb_zone.gd · scripts/
- audio_footstep_surface_selector.gd · scripts/
- audio_interactive_music_manager.gd · scripts/
- audio_linear_volume_interpolator.gd · scripts/
- audio_manager.gd · scripts/
- audio_occlusion_raycast.gd · scripts/
- audio_procedural_generator_synth.gd · scripts/
- audio_reactive_visualizer_component.gd · scripts/
- audio_visualizer.gd · scripts/
- audio_voice_limiter_manager.gd · scripts/
- audio_voice_pool_manager.gd · scripts/
- interactive_music_graph.gd · scripts/
- subtitle_sync_system.gd · scripts/
SKILL.md (first lines)
# Audio Systems
Expert guidance for Godot's audio engine and mixing architecture.
## NEVER Do (Expert Audio Rules)
### Mixing & Buses
- **NEVER set bus volume with linear values** — `set_bus_volume_db()` is logarithmic. Use `linear_to_db()` for sliders OR everything will sound too loud until the last 5%.
- **NEVER skip 'Bus Routing'** — Playing music on the 'SFX' bus makes volume menus useless. Strictly route every player to its dedicated sub-bus (Music, SFX, UI, Voice).
- **NEVER use 'Master' for gameplay sounds** — Dedicate Master to final limiting. Route all gameplay to sub-groups so you can mute/duck categories.
### Positional & Spatial
- **NEVER use 3D players without an Attenuation Model** — Default is NONE. If you don't set it to `Inverse Distance`, a whisper on the other side of the map will be global volume.
- **NEVER play 3D sounds exactly on top of the listener** — Causes "Panning Jitter" where the sound snaps between Left/Right speakers. Offset by `0.1` units.
- **NEVER forget Doppler for high-speed objects** — A car flying by without `DOPPLER_TRACKING_PHYSICS_STEP` feels flat and static.
### Performance & Polish
- **NEVER spam same-frame sounds** — Playing 50 explosions at once causes constructive interference (clipping/distortion). Use a `Limiter` (`audio_voice_limiter_manager.gd`).
- **NEVER instantiate nodes for one-shots** — Creating a node, playing a 0.5s clap, and `queue_free()`ing causes frame-time spikes. Use a Pool.
- **NEVER skip Crossfades/Transitions** — Abrupt music cuts break immersion. Always use a 0.5s-1.0s `Tween` to bridge tracks.
---
## Godot 4.7: Audio Breaking Changes
- `AudioEffectSpectrumAnalyzer.tap_back_pos` **removed** — migrate analyzers to alternative tap APIs.
- `AudioStreamPlayer` default `area_mask` is now **0** (disabled), not layer 1. If using `Area2D`/`Area3D` `audio_bus_override`, explicitly set `area_mask` to layer 1 or your bus layer.
## Available Scripts
> **MANDATORY**: Read the appropriate script before implementing the corresponding pattern.
### [audio_voice_pool_manager.gd](scripts/audio_voice_pool_manager.gd)
Expert high-performance voice pooler with priority-based 'voice stealing' logic.
### [audio_occlusion_raycast.gd](scripts/audio_occlusion_raycast.gd)
Professional Raycast-based audio occlusion for dynamic muffling behind walls.
### [audio_interactive_music_manager.gd](scripts/audio_interactive_music_manager.gd)
Manager for vertical music layering using AudioStreamSynchronized for dynamic intensity.
### [audio_reactive_visualizer_component.gd](scripts/audio_reactive_visualizer_component.gd)
Expert FFT spectrum analysis component for driving logic-to-data visuals.
### [audio_bus_ducker_logic.gd](scripts/audio_bus_ducker_logic.gd)
Professional sidechain-style bus ducking (Dialogue-over-Music).
### [audio_procedural_generator_synth.gd](scripts/audio_procedural_generator_synth.gd)
Expert real-time synthesizer for procedural hums, engines, and signals.
### [audio_environmental_reverb_zone.gd](scripts/audio_environmental_reverb_zone.gd)
Dynamic reverb/bus effect management via Area3D trigger zones.
### [audio_voice_limiter_manager.gd](scripts/audio_voice_limiter_manager.gd)
Concurrency manager that prevents 'Ear Bleed' by capping identical SFX instances.
### [audio_linear_volume_interpolator.gd](scripts/audio_linear_volume_interpolator.gd)
Expert helper for smooth, musically-accurate UI volume slider mapping.
### [audio_footstep_surface_selector.gd](scripts/audio_footstep_surface_selector.gd)
Physics-driven surface detection and sound-bank selector for footsteps.
---
## AudioStreamPlayer Variants
### AudioStreamPlayer (Global/UI)
```gdscript
# No spatial positioning, same volume everywhere
# Use for: Music, UI sounds, voiceovers
@onready var music := AudioStreamPlayer.new()
func _ready() -> void:
music.stream = load("res://audio/music_main.ogg")
music.volume_db = -10 # Quieter
music.autoplay = false
music.bus = "Music" # Route to Music bus
add_child(music)
music.play()
```
### AudioStreamPlayer2D (Positional)
```gdscript
# 2D panning based on distance from camera
# Use for: 2D games, top-down audio cues
extends Area2D
@onready var footstep := AudioStreamPlayer2D.new()
func _ready() -> void:
footstep.stream = load("res://audio/footstep.ogg")
footstep.max_distance = 500 # Audible range (pixels)
footstep.attenuation = 2.0 # Falloff curve (higher = faster fadeout)
add_child(footstep)
func play_footstep() -> void:
if not footstep.playing:
footstep.play()
```
### AudioStreamPlayer3D (Spatial)
```gdscript
# 3D spatial audio with doppler, reverb send
# Use for: 3D games, realistic sound positioning
extends Node3D
@onready var explosion := AudioStreamPlayer3D.new()
func _ready() -> void:
explosion.stream = load("res://audio/explosion.ogg")
explosion.unit_size = 10.0 # Size of sound source
explosion.max_distance = 100.0 # Range
explosion.attenuation_model = AudioStreamPlayer3D.ATTENUATION_INVERSE_DISTANCEFrom bgrenat/godot-game-dev-studio, LGPL-3.0.
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Signals
- Stars
- 24
- Forks
- 3
- Open issues
- 0
- Last commit (this folder)
- Oct 12, 2026 (16 days ago)
- Last release
- Oct 12, 2026 (16 days ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- LGPL-3.0
- Repository
- github.com/bgrenat/godot-game-dev-studio
- Website
- powehi.eu
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
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Cite this page
godot-audio-systems skill. Agent Mart. https://agentmart.dev/skills/bgrenat-godot-audio-systems (last updated 2026-10-24)