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Automation
Skill

/audio

Reviews Godot Audio implementation for known pitfalls. Triggers AFTER implementation, when code involves AudioStreamPlayer, AudioStreamPlayer2D, AudioStreamPlayer3D, AudioServer, AudioBus, AudioEffect, AudioStream, or .finished signal on audio players. Do NOT use this skill for

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godotmaker
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Install
$ npx -y skills add RandallLiuXin/GodotMaker --skill 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/audio

Context preview

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

Reviews Godot Audio implementation for known pitfalls. Triggers AFTER implementation, when code involves AudioStreamPlayer, AudioStreamPlayer2D, AudioStreamPlayer3D, AudioServer, AudioBus, AudioEffect, AudioStream, or .finished signal on audio players. Do NOT use this skill for

SKILL.md

audio.SKILL.md
name: audio-review
description: |
  Reviews Godot Audio implementation for known pitfalls.
  Triggers AFTER implementation, when code involves AudioStreamPlayer,
  AudioStreamPlayer2D, AudioStreamPlayer3D, AudioServer, AudioBus,
  AudioEffect, AudioStream, or .finished signal on audio players.
  Do NOT use this skill for planning or teaching — only for post-implementation review.

Audio Review

Post-implementation reviewer for Godot audio code. Checks against known gotchas that LLMs consistently get wrong.

When to trigger

After audio-related code is written or modified. Look for:

  • Audio player nodes (AudioStreamPlayer, AudioStreamPlayer2D, AudioStreamPlayer3D)
  • AudioServer bus manipulation (`add_bus`, `remove_bus`, `add_bus_effect`, `remove_bus_effect`)
  • `preload()` of `.ogg` or `.mp3` files
  • `finished` signal connections or `await .finished` on audio players
  • Polyphony configuration or SFX pooling patterns

Review process

1. Read `gotchas.md` 2. Scan the implemented code against each gotcha 3. For each hit:

  • Cite the gotcha ID (e.g. G1)
  • Show the offending code
  • Provide the fix

4. If no hits, report clean 5. Optionally run `checklist.md` static checks for automated verification

When you need specific API details, delegate to the **godot-api** skill.

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Autonomous text-to-game pipeline for Godot, powered by Claude Code,Codex,Opencode

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