Skip to content
Development
Skill

/godot-audio

Play and mix audio in Godot 4.7: 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

From plugin
awesome-gamedev-agent-skills
45567 skills
Install
$ npx -y skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-audio --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/godot-audio

Context preview

The summary Claude sees to decide when to auto-load this skill.

Play and mix audio in Godot 4.7: 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

SKILL.md

godot-audio.SKILL.md
name: godot-audio
description: >
  Play and mix audio in Godot 4.7: 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.

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

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 with `linear_to_db`/`db_to_linear`. 5. **Drive volume/mute from code** with `AudioServer` by bus index. 6. **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_db` are 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 (`.ogg` import 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`/`Camera3D` to hear it, or `max_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 to `get_playback_position()`.
  • `godot-ui-control` — volume sliders wired to `AudioServer`.
Read more
Ships withawesome-gamedev-agent-skills

<img src="docs/assets/banner.png" width="820" alt="awesome-gamedev-agent-skills — game-dev skills for AI coding agents.

Get the whole plugin
Stats
458
Stars
36
Forks
Active
Maintenance
Python
Language
Apache-2.0
License
1d ago
Last commit
1mo ago
Created

Repo: gamedev-skills/awesome-gamedev-agent-skills