godot-audio
Play and mix audio in Godot 4.x: AudioStreamPlayer (2D/3D variants), audio buses with volume/mute and effects, music vs SFX routing, db/linear volume, and precise sync-to-beat playback timing. Use when playing sounds or music in a Godot project, routing AudioStreamPlayer nodes to buses, adjusting bus volume via AudioServer, or syncing gameplay to the beat.
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-audio --agent claude-code
Same command for any agent — swap --agent for codex, cursor, copilot.
Weekly change comes from our own snapshots, not the repository page — it measures attention, not adoption.
# 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 1. **Pick the player node:** - `AudioStreamPlayer` — non-positional (music, UI, global SFX). - `AudioStreamPlayer2D` / `AudioStreamPlayer3D` — positional; volume/pan from distance. 2. **Assign an `AudioStream`** to `stream` (`.ogg` for music/loops, `.wav` for short SFX) and `play()`. Set `autoplay` for music that starts with the scene. 3. **Route to a bus.** Set the player's `bus` to a named bus (e.g. `"Music"`, `"SFX"`). Define buses in the Audio panel (bottom dock); each can have volume, mute, solo, and effects. 4. **Control volume in dB**, not linear (audio is logarithmic). `0 dB` = unchanged, `-80 dB` ≈ silent. Convert wi
- When to use
- Core workflow
- Patterns
- 1. One-shot SFX (fire-and-forget)
- 2. Set a bus's volume and mute via AudioServer
- 3. Crossfade between two music tracks
- 4. Beat-accurate timing (compensate for output latency)
- Pitfalls
- References
- Related skills
What does the godot-audio skill do?
Play and mix audio in Godot 4.x: AudioStreamPlayer (2D/3D variants), audio buses with volume/mute and effects, music vs SFX routing, db/linear volume, and precise sync-to-beat playback timing. Use when playing sounds or music in a Godot project, routing AudioStreamPlayer nodes to buses, adjusting bus volume via AudioServer, or syncing gameplay to the beat.
How do I install it?
Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-audio --agent claude-code` — it drops the skill into your project so the agent can pick it up. Swap the --agent value for codex, cursor or copilot if you use one of those.
Where does this skill come from?
From gamedev-skills/awesome-gamedev-agent-skills, a repository with 406 stars. We read it straight from the repository tree rather than a submitted listing, so what you see here is what is actually published.
Is a popular skill a good skill?
Not necessarily. Stars measure attention, not adoption — a repository can trend for a week and be abandoned. That is why we show the weekly change from our own snapshots next to the total, instead of a single flattering number.
