Godot Admob App Open
poingstudios/godot-admob-plugin
Provides instructions to implement, load, show, and destroy App Open ads (shown on application startup or app resume) in GDScript and C.
Godot 4.3+ audio guide: player nodes, audio buses, looping, decibel volume control, bus effects, music management and sound-effect pooling in GDScript and C#.
$ npx skills add jame581/GodotPrompter --skill audio-system -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install jame581/GodotPrompter audio-system --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/audio-system .claude/skills/audio-system && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "audio-system" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/audio-system into .claude/skills/audio-system/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "audio-system", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/jame581/GodotPrompter/tree/master/skills/audio-systemType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add jame581/GodotPrompter --skill audio-system -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install jame581/GodotPrompter audio-system --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/audio-system .agents/skills/audio-system && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "audio-system" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/audio-system into .agents/skills/audio-system/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "audio-system", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add jame581/GodotPrompter --skill audio-system -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install jame581/GodotPrompter audio-system --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/audio-system .cursor/skills/audio-system && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "audio-system" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/audio-system into .cursor/skills/audio-system/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "audio-system", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/jame581/GodotPrompter.git --path skills/audio-system--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add jame581/GodotPrompter --skill audio-system -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install jame581/GodotPrompter audio-system --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/audio-system .gemini/skills/audio-system && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "audio-system" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/audio-system into .gemini/skills/audio-system/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "audio-system", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install jame581/GodotPrompter audio-systemInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add jame581/GodotPrompter --skill audio-system -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/audio-system .github/skills/audio-system && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "audio-system" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/audio-system into .github/skills/audio-system/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "audio-system", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add jame581/GodotPrompter --skill audio-system -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install jame581/GodotPrompter audio-system --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/audio-system .opencode/skills/audio-system && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "audio-system" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/audio-system into .opencode/skills/audio-system/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "audio-system", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
audio-systemGodot 4.3+ audio guide: player nodes, audio buses, looping, decibel volume control, bus effects, music management and sound-effect pooling in GDScript and C#.
This skill covers audio in Godot 4.3 and later, with every example shown in GDScript first and then C#, and no deprecated APIs. It explains the three player nodes, `AudioStreamPlayer` for non-positional music and UI sounds, a 2D positional player for footsteps and gunfire, and a 3D positional player, and how Godot routes sound through buses such as Master, Music and SFX that each player selects by name.
Practical guidance includes setting volume from code in decibels, with linear-to-dB conversion for sliders, adding effects to buses, and configuring loops on the audio stream resource rather than on the player. Format advice is to use OGG Vorbis for music, WAV for short sound effects, and to avoid MP3 for effects because it adds silence at the start. Reference files cover audio settings, interactive music, a music manager and sound-effect pooling, and related skills handle event buses, saving settings and resource patterns.
11 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit 1e7d79d. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
No scripts in the folder and no shell commands in SKILL.md (its code samples are gdscript and csharp).
From the folder's file list and the shell code blocks in SKILL.md.
Links to these hosts (documentation or services it may open):
docs.godotengine.orgFrom URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Godot Audio System loads about 3.7k tokens when it runs, and up to ~8.3k if it reads all its reference files. Until then it costs about 35 tokens; SKILL.md has 1,085 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from jame581/GodotPrompter at commit 1e7d79d, republished under its MIT licence (© jame581). 1,085 words, ~3,697 tokens.
.claude/skills/audio-system/SKILL.md (or your agent's skills folder). This skill also uses 4 other files; get the full folder from GitHub.All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.
Related skills: event-bus for decoupled audio triggers, save-load for persisting audio settings, resource-pattern for audio data containers.
| Node | Dimensions | Use For |
|---|---|---|
AudioStreamPlayer | Non-positional | Music, UI sounds, global SFX |
AudioStreamPlayer2D | 2D positional | Footsteps, gunfire, environmental sounds |
AudioStreamPlayer3D | 3D positional | Same as 2D but in 3D space |
Godot routes all audio through buses (like a mixing console).
Master (always exists)
├── Music → volume, effects for background music
├── SFX → volume, effects for sound effects
│ ├── Footsteps → sub-bus for fine-tuning
│ └── Weapons → sub-bus for fine-tuning
└── UI → volume for menu soundsSetup: Bottom panel → Audio tab → Add buses, set names, route outputs.
Every AudioStreamPlayer has a bus property — set it to the target bus name (e.g., "SFX", "Music").
extends Node2D
@onready var sfx_player: AudioStreamPlayer2D = $AudioStreamPlayer2D
@onready var music_player: AudioStreamPlayer = $MusicPlayer
func _ready() -> void:
# Play background music (looping is set on the AudioStream resource)
music_player.play()
func play_jump_sound() -> void:
sfx_player.stream = preload("res://audio/sfx/jump.wav")
sfx_player.play()using Godot;
public partial class AudioExample : Node2D
{
private AudioStreamPlayer2D _sfxPlayer;
private AudioStreamPlayer _musicPlayer;
public override void _Ready()
{
_sfxPlayer = GetNode<AudioStreamPlayer2D>("AudioStreamPlayer2D");
_musicPlayer = GetNode<AudioStreamPlayer>("MusicPlayer");
_musicPlayer.Play();
}
public void PlayJumpSound()
{
_sfxPlayer.Stream = GD.Load<AudioStream>("res://audio/sfx/jump.wav");
_sfxPlayer.Play();
}
}Looping is configured on the AudioStream resource, not the player node:
Always use OGG Vorbis for music (smaller files, good quality). Use WAV for short SFX (no decoding latency). Avoid MP3 for SFX — it adds silence at the start.
Godot uses decibels (dB) for volume. Linear-to-dB conversion is required for sliders.
# Get bus index by name
var bus_index: int = AudioServer.get_bus_index("SFX")
# Set volume in dB directly
AudioServer.set_bus_volume_db(bus_index, -6.0) # -6 dB = ~50% perceived volume
# Convert linear (0.0–1.0) to dB — use for UI sliders
func set_bus_volume_linear(bus_name: String, linear: float) -> void:
var index := AudioServer.get_bus_index(bus_name)
AudioServer.set_bus_volume_db(index, linear_to_db(linear))
# Mute / unmute a bus
AudioServer.set_bus_mute(bus_index, true)
# Read current volume as linear (for displaying on a slider)
func get_bus_volume_linear(bus_name: String) -> float:
var index := AudioServer.get_bus_index(bus_name)
return db_to_linear(AudioServer.get_bus_volume_db(index))int busIndex = AudioServer.GetBusIndex("SFX");
// Set volume in dB
AudioServer.SetBusVolumeDb(busIndex, -6.0f);
// Linear to dB conversion for UI sliders
public void SetBusVolumeLinear(string busName, float linear)
{
int index = AudioServer.GetBusIndex(busName);
AudioServer.SetBusVolumeDb(index, Mathf.LinearToDb(linear));
}
// Mute / unmute
AudioServer.SetBusMute(busIndex, true);
// Read current volume as linear
public float GetBusVolumeLinear(string busName)
{
int index = AudioServer.GetBusIndex(busName);
return Mathf.DbToLinear(AudioServer.GetBusVolumeDb(index));
}Add effects to buses in the Audio panel (bottom dock). Common effects:
| Effect | Use For |
|---|---|
Reverb | Cave, cathedral, bathroom ambience |
Delay | Echo effects |
Compressor | Normalize loud/quiet sounds (master bus) |
Limiter | Prevent clipping on master bus |
LowPassFilter | Muffled sounds (underwater, behind walls) |
HighPassFilter | Thin/tinny sound (radio, phone) |
Chorus | Thicken sounds |
Distortion | Gritty/overdrive effects |
EQ | Fine-tune frequency bands |
# Enable/disable an effect on a bus at runtime
var bus_index := AudioServer.get_bus_index("SFX")
var effect_index := 0 # First effect on the bus
AudioServer.set_bus_effect_enabled(bus_index, effect_index, true)
# Apply low-pass filter for "underwater" feel
func set_underwater(enabled: bool) -> void:
var index := AudioServer.get_bus_index("SFX")
# Assumes a LowPassFilter is the first effect on the SFX bus
AudioServer.set_bus_effect_enabled(index, 0, enabled)Automatically adjusts volume and panning based on distance to the nearest AudioListener2D (or the Camera2D if no listener exists).
Enemy (CharacterBody2D)
├── Sprite2D
└── AudioStreamPlayer2D ← positioned at enemy's location
bus = "SFX"
max_distance = 1000.0
attenuation = 1.0Key properties:
| Property | Description | Default |
|---|---|---|
max_distance | Beyond this distance, sound is silent | 2000.0 |
attenuation | Volume falloff curve (1.0 = linear, higher = sharper) | 1.0 |
max_polyphony | Max simultaneous instances of this player | 1 |
panning_strength | How much the sound pans left/right | 1.0 |
Same concept but in 3D. Works with AudioListener3D (or the Camera3D).
Key additional properties:
| Property | Description |
|---|---|
unit_size | Distance at which volume is 0 dB |
max_db | Maximum volume cap |
attenuation_model | Inverse, InverseSquare, Logarithmic, Disabled |
doppler_tracking | Enable Doppler effect for moving sources |
# Make a specific camera the audio listener
# 2D: add AudioListener2D as child of Camera2D, call make_current()
# 3D: add AudioListener3D as child of Camera3D, call make_current()
# By default, the current Camera2D/3D acts as the listener.
# Only add an explicit AudioListener if you need a different listening position.// 2D spatial player
public partial class Footsteps : AudioStreamPlayer2D
{
public override void _Ready()
{
Bus = "SFX";
MaxDistance = 1000.0f; // Pixels at which volume reaches zero
Attenuation = 1.0f; // Linear falloff (higher = sharper)
MaxPolyphony = 4; // Allow overlapping footstep sounds
}
public void PlayStep() => Play();
}
// 3D spatial player
public partial class EngineHum : AudioStreamPlayer3D
{
public override void _Ready()
{
Bus = "SFX";
UnitSize = 4.0f; // Meters at which volume is 0 dB
MaxDistance = 50.0f;
AttenuationModel = AttenuationModelEnum.InverseDistance;
}
}
// Custom listener — overrides the default Camera2D / Camera3D listener.
public partial class FollowCamListener : AudioListener3D
{
public override void _Ready() => MakeCurrent();
}⚠️ Changed in Godot 4.7: The default
area_maskonAudioStreamPlayer2D/AudioStreamPlayer3Dchanged from1to0(disabled) — theaudio_bus_overridefeature onArea2D/Area3D(e.g. an underwater bus) stops working for players left at the default. Setarea_maskback to layer 1 to restore it; masks explicitly set to anything other than layer 1 keep working. (The migration guide says "AudioStreamPlayer", butarea_maskonly exists on the 2D/3D variants.) See the 4.7 migration guide.
Crossfade between background tracks via a singleton autoload that manages two AudioStreamPlayer nodes and tweens their volume_db. Wire a Music audio bus so the settings menu can adjust music separately.
See references/music-manager.md for the full GDScript and C# autoload (crossfade, push/pop stack, current-track query).
Pre-instantiate a fixed pool of AudioStreamPlayer nodes; play_sfx(stream) finds the next free player and plays. Avoids per-shot instancing churn for high-volume effects (gunshots, footsteps, hits).
See references/sfx-pooling.md for the GDScript + C# pooled player and a 2D positional variant (pool of
AudioStreamPlayer2Dnodes that follow a target).
Wire HSliders in the settings menu to bus volumes via AudioServer.set_bus_volume_db(bus_idx, linear_to_db(value)). Persist with ConfigFile. Use the linear_to_db / db_to_linear helpers — never log-base by hand.
See references/audio-settings.md for the full settings menu wiring with persistence (GDScript + C#).
Three stream types for adaptive music: AudioStreamPlaylist (sequenced or shuffled tracks), AudioStreamSynchronized (multiple stems played in sync — vertical layering for combat intensity), AudioStreamInteractive (clip transitions on triggers — state-driven music). Godot 4.4+ adds AudioStreamWAV.load_from_file() for runtime WAV loading.
Godot 4.7+:
AudioStreamInteractivenow exposesTRANSITION_TO_TIME_PREVIOUS_POSITION(TransitionToTimeenum) to scripts — the destination clip resumes from its last played position if there was a previous transition from that clip, otherwise it plays from its start. Ideal for exploration ↔ combat music that picks up where it left off.
See references/interactive-music.md for the stream-type comparison, GDScript recipes, the 4.7+ resume-position transition, and the 4.4+ runtime-load example.
| Format | Use For | File Size | Decode Latency | Loop Support |
|---|---|---|---|---|
| WAV | Short SFX | Large | None (PCM) | Via import |
| OGG | Music, long SFX | Small | Minimal | Via import |
| MP3 | Music (fallback) | Small | Has padding | Via import |
In the Import dock (select an audio file):
Tip: Keep SFX as 16-bit WAV at 44.1kHz. Godot stores WAV uncompressed in PCK, so they play instantly with zero decode overhead. For music, OGG Vorbis at quality 6–8 is a good balance.
| Symptom | Cause | Fix |
|---|---|---|
| Sound doesn't play | Player not in the scene tree | Ensure the AudioStreamPlayer is add_child()'d before play() |
| Sound plays but no audio heard | Wrong bus name or bus is muted | Check bus property matches a bus name exactly (case-sensitive) |
| Music restarts on scene change | Player is part of the scene, not an autoload | Move music player to an autoload (MusicManager) |
| Positional audio has no panning | No AudioListener or Camera in the scene | Add an AudioListener2D/3D or ensure a Camera is current |
| Sound clicks or pops | Audio file has no fade-in/fade-out | Add a tiny fade (2–5ms) at start/end of WAV in audio editor |
| Too many sounds playing at once | No polyphony limit | Set max_polyphony on players or use an SFX pool |
| Volume slider feels non-linear | Using dB directly instead of linear conversion | Use linear_to_db() / db_to_linear() for slider values |
| 3D audio sounds mono/flat | Stereo source file | Import as mono (Force Mono in Import tab) for 3D spatialization |
| MP3 has silence at start | MP3 format adds encoder padding | Use WAV for timing-critical SFX, OGG for music |
bus property assignedlinear_to_db() / db_to_linear() conversionlinear_to_db(0.0) = -inf)AudioStreamPlaylist, AudioStreamSynchronized, or AudioStreamInteractive (Godot 4.3+) instead of manual track-switching code© jame581, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 4 other files (references) in skills/audio-system of jame581/GodotPrompter.
Open the folder on GitHubat commit 1e7d79d
Godot Audio System next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Godot Audio System this skilljame581/GodotPrompter | 799 | — | ~3.7k | Automated safety check: Pass | MIT | |
| Godot Admob App Openpoingstudios/godot-admob-plugin | 632 | — | ~1k | Automated safety check: Pass | MIT | |
| Godot Admob Bannerpoingstudios/godot-admob-plugin | 632 | — | ~718 | Automated safety check: Pass | MIT | |
| Godot Admob Get Startedpoingstudios/godot-admob-plugin | 632 | — | ~1k | Automated safety check: Pass | MIT | |
| Godot Admob Interstitialpoingstudios/godot-admob-plugin | 632 | — | ~1.1k | Automated safety check: Pass | MIT | |
| Godot Admob Native Overlaypoingstudios/godot-admob-plugin | 632 | — | ~1k | Automated safety check: Pass | MIT |
poingstudios/godot-admob-plugin
Provides instructions to implement, load, show, and destroy App Open ads (shown on application startup or app resume) in GDScript and C.
poingstudios/godot-admob-plugin
Provides instructions to implement, load, and destroy banner ads (AdView) using custom or adaptive sizes in GDScript and C.
poingstudios/godot-admob-plugin
Provides instructions to initialize the Godot AdMob SDK and configure user consent (UMP Flow) in GDScript and C.
poingstudios/godot-admob-plugin
Provides instructions to implement, load, show, and destroy interstitial ads (full-screen image/text ads) in GDScript and C.
poingstudios/godot-admob-plugin
Provides instructions to implement, load, show, and destroy Native Overlay ads (customized/native-looking Control node template overlays) in GDScript and C.
moeru-ai/airi
Apply the Stage Tamagotchi Godot C development method and code style when working in apps/stage-tamagotchi-kirie or its migration predecessor, engines/stage-tamagotchi-godot.
jame581/GodotPrompter
Covers Godot 4.3+ 2D systems with GDScript and C# examples: canvas layers, draw order, TileMaps, parallax, lights and shadows, particles and custom drawing.
jame581/GodotPrompter
Covers Godot 4.3+ 3D systems such as materials, lighting, shadows, environment, global illumination, fog, LOD, occlusion culling and decals, with GDScript first and C# second.
jame581/GodotPrompter
Builds a data-driven ability system in Godot 4 from Resources and a component node, with cooldowns, buffs, stat modifiers, gameplay tags and HUD binding.
jame581/GodotPrompter
Covers Godot 4.3+ editor plugins: plugin folders, @tool scripts, the EditorPlugin lifecycle, custom inspectors, dock panels and gizmos, in GDScript and C#.
jame581/GodotPrompter
Covers pathfinding and enemy movement in Godot 4.3 and later: navigation regions, NavigationAgent nodes, steering, behavior trees and patrol routes.
jame581/GodotPrompter
Covers animation in Godot 4.3 and later: AnimationPlayer basics, AnimationTree blend trees and state machines, sprite animation, skeleton IK and code-driven motion.
Categories
Godot 4.3+ audio guide: player nodes, audio buses, looping, decibel volume control, bus effects, music management and sound-effect pooling in GDScript and C#. 3 and later, with every example shown in GDScript first and then C#, and no deprecated APIs. It explains the three player nodes, `AudioStreamPlayer` for non-positional music and UI sounds, a 2D positional player for footsteps and gunfire, and a 3D positional player, and how Godot routes sound through buses such as Master, Music and SFX that each player selects by name.
Godot Audio System fits situations like: setting up audio buses for music and sound effects in a Godot project; adding positional sound to 2D or 3D game objects; building a volume settings menu with sliders mapped to decibels; pooling sound-effect players for rapid-fire sounds.
Run `npx skills add jame581/GodotPrompter --skill audio-system -a claude-code`. Or copy the skill folder (skills/audio-system in jame581/GodotPrompter) into .claude/skills/audio-system in your project. Claude Code loads it when a task matches its description.
Run `npx skills add jame581/GodotPrompter --skill audio-system -a codex`. Or copy the skill folder (skills/audio-system in jame581/GodotPrompter) into .agents/skills/audio-system in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add jame581/GodotPrompter --skill audio-system -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/audio-system, .gemini/skills/audio-system, .github/skills/audio-system and .opencode/skills/audio-system in your project.
SKILL.md names no scripts, command-line tools or credentials: Godot Audio System is instructions for the agent only. Our summary lists: A Godot 4.3 or later project.
SKILL.md names 1 domain. As links in the text: docs.godotengine.org. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
Godot Audio System is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 3.7k tokens (SKILL.md is roughly 15k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 4.6k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Godot Audio System: Godot Admob App Open (poingstudios/godot-admob-plugin, 632 stars), Godot Admob Banner (poingstudios/godot-admob-plugin, 632 stars), Godot Admob Get Started (poingstudios/godot-admob-plugin, 632 stars) and Godot Admob Interstitial (poingstudios/godot-admob-plugin, 632 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
jame581 (a GitHub user) maintains it in jame581/GodotPrompter, which has 799 GitHub stars. The repository holds 58 skills in this directory. The repository was last updated on October 8, 2026.
Source: jame581/GodotPrompter on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.