Specification
- Skill ID
- gamedev-skills/awesome-gamedev-agent-skills/godot-audio
- Publisher
- gamedev-skills
- Repository
- awesome-gamedev-agent-skills
- Installs
- 0
- Files
- 2
- Synced
- Sep 23, 2026
How to use it
Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.
gamedev-skills/awesome-gamedev-agent-skills/godot-audioInstalls these files- SKILL.md
- references/buses-and-effects.md
What this skill tells the agent
Godot Audio (4.x)
Play SFX and music, route them through buses, control volume in decibels, and time gameplay to the beat. Targets Godot 4.7.
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 `AudioStream` to
stream(.oggfor music/loops,.wavfor short SFX) andplay(). Setautoplayfor 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 withlinear_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 roles4. 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. Settingvolume_db = 0.5is nearly full volume, not half. Map sliders withlinear_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, orAudioStreamPlayerper-shot freed onfinished. - Music doesn't loop unless the import/stream loop is enabled (
.oggimport has a Loop option;AudioStreamWAVhasloop_mode). - Syncing to `get_playback_position()` alone is jittery — it updates per audio mix, not per frame; add
get_time_since_last_mix()and subtractget_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 withAudioStreamGenerator, readreferences/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.
More from gamedev-skills
Use this skill in a project
Open any RiverX project, search the Skills panel for gamedev-skills/awesome-gamedev-agent-skills/godot-audio, and install it in one click.
