Agent skill · Media & Video

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.

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Install
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.

Facts
Files in the skill folder: 2
SKILL.md size: 5 KB
Bundled scripts: none
Requires: Godot 4.3+
Path: skills/godot/godot-audio/SKILL.md
Open the folder on GitHub →
Where it comes from
Stars: 406
Language: Python

Weekly change comes from our own snapshots, not the repository page — it measures attention, not adoption.

From the SKILL.md

# 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

What's inside
Steps it walks through
  1. When to use
  2. Core workflow
  3. Patterns
  4. 1. One-shot SFX (fire-and-forget)
  5. 2. Set a bus's volume and mute via AudioServer
  6. 3. Crossfade between two music tracks
  7. 4. Beat-accurate timing (compensate for output latency)
  8. Pitfalls
  9. References
  10. Related skills
Ships with 1 file
  • references/buses-and-effects.md
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About this skill
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.

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