Agent skill

Godot Audio Systems

by thedivergentai in thedivergentai/GD-Agentic-Skills

Expert patterns for Godot audio including AudioStreamPlayer variants (2D positional, 3D spatial), AudioBus mixing architecture, dynamic effects (reverb, EQ,compression), audio pooling for…

LGPL-3.0Auto-check passedGame Development

Install Godot Audio Systems

skills CLI
$ npx skills add thedivergentai/GD-Agentic-Skills --skill godot-audio-systems -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install thedivergentai/GD-Agentic-Skills godot-audio-systems --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/thedivergentai/GD-Agentic-Skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/godot-audio-systems .claude/skills/godot-audio-systems && rm -rf skills-src

Use ~/.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/

Facts

Skill name
godot-audio-systems
GitHub stars
821
Token cost
~3.5k tokens
SKILL.md length
976 words
Files
21 (incl. scripts, references)
Skills in repo
98
Repo updated
First seen
Licence
LGPL-3.0

At a glance

Expert patterns for Godot audio including AudioStreamPlayer variants (2D positional, 3D spatial), AudioBus mixing architecture, dynamic effects (reverb, EQ,compression), audio pooling for…

  • Audio-reactive gameplay
  • SKILL.md covers NEVER Do (Expert Audio Rules), Decision Matrix: Which…, Golden Path → Scripts and Available Scripts (catalog), plus 1 more section
  • Keywords: AudioStreamPlayer
  • AudioStreamPlayer2D

What it does

Godot Audio Systems is an agent skill from thedivergentai/GD-Agentic-Skills. Expert patterns for Godot audio including AudioStreamPlayer variants (2D positional, 3D spatial), AudioBus mixing architecture, dynamic effects (reverb, EQ,compression), audio pooling for performance, music transitions (crossfade, bpm-sync), and procedural audio generation. Use for music systems, sound effects, spatial audio, or audio-reactive gameplay. Trigger keywords: AudioStreamPlayer, AudioStreamPlayer2D, AudioStreamPlayer3D, AudioBus, AudioServer, AudioEffect, musiccrossfade, audiopool, positionalaudio…

Its SKILL.md is about 3.5k tokens, which your agent loads only when the skill is triggered. The skill folder holds 22 other files, including scripts and reference files (for example `references/audio-pooling-and-buses.md`, `references/interactive-music-deep-dive.md` and `references/migration-notes.md`).

It sits in Game Development, covering Game development and Music and audio generation. It works with Godot. The repository describes itself as: The official "Long-Term Memory" for Godot 4.7+ AI Agents. A high-density library of 99 expert skills and 27 genre blueprints, providing audited, strictly typed GDScript patterns… The licence is LGPL-3.0.

When your agent uses it

  • Audio-reactive gameplay
  • Keywords: AudioStreamPlayer
  • AudioStreamPlayer2D
  • AudioStreamPlayer3D

Example prompts

  • “/godot-audio-systems”

What it can do on your machine

Read from SKILL.md and the folder at commit 4c4d0ff. It shows what the files ask for, not the result of running them.

  • Tool permissions

    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.

  • Runs code

    Ships 14 files in scripts/, which the agent can run.

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    Links to these hosts (documentation or services it may open):

    • docs.godotengine.org

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Godot Audio Systems loads about 3.5k tokens when it runs, and up to ~5.5k if it reads all its reference files. Until then it costs about 139 tokens; SKILL.md has 976 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~139
When it runs · the whole SKILL.md, loaded when a task matches
~3.5k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~5.5k

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.

Safety

Auto-check passed

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); the scripts in this folder are not scanned.

SKILL.md

The full file from thedivergentai/GD-Agentic-Skills at commit 4c4d0ff, republished under its LGPL-3.0 licence (© thedivergentai). 976 words, ~3,505 tokens.

Download SKILL.mdSave it as .claude/skills/godot-audio-systems/SKILL.md (or your agent's skills folder). This skill also uses 20 other files; get the full folder from GitHub.
name
godot-audio-systems
description
Expert patterns for Godot audio including AudioStreamPlayer variants (2D positional, 3D spatial), AudioBus mixing architecture, dynamic effects (reverb, EQ,compression), audio pooling for performance, music transitions (crossfade, bpm-sync), and procedural audio generation. Use for music systems, sound effects, spatial audio, or audio-reactive gameplay. Trigger keywords: AudioStreamPlayer, AudioStreamPlayer2D, AudioStreamPlayer3D, AudioBus, AudioServer, AudioEffect, music_crossfade, audio_pool, positional_audio, reverb, bus_volume.

Audio Systems

Expert mixing, spatial, pooling, and interactive-music patterns for Godot's audio engine.

NEVER Do (Expert Audio Rules)

Mixing & Buses
  • NEVER set bus volume with linear values — set_bus_volume_db() is logarithmic. Use linear_to_db() for sliders OR everything will sound too loud until the last 5%.
  • NEVER skip 'Bus Routing' — Playing music on the 'SFX' bus makes volume menus useless. Strictly route every player to its dedicated sub-bus (Music, SFX, UI, Voice).
  • NEVER use 'Master' for gameplay sounds — Dedicate Master to final limiting. Route all gameplay to sub-groups so you can mute/duck categories.
Positional & Spatial
  • NEVER use 3D players without an Attenuation Model — Default is NONE. If you don't set it to Inverse Distance, a whisper on the other side of the map will be global volume.
  • NEVER play 3D sounds exactly on top of the listener — Causes "Panning Jitter" where the sound snaps between Left/Right speakers. Offset by 0.1 units.
  • NEVER forget Doppler for high-speed objects — A car flying by without DOPPLER_TRACKING_PHYSICS_STEP feels flat and static.
Performance & Polish
  • NEVER spam same-frame sounds — Playing 50 explosions at once causes constructive interference (clipping/distortion). Use a Limiter (audio_voice_limiter_manager.gd).
  • NEVER instantiate nodes for one-shots — Creating a node, playing a 0.5s clap, and queue_free()ing causes frame-time spikes. Use a Pool.
  • NEVER skip Crossfades/Transitions — Abrupt music cuts break immersion. Always use a 0.5s-1.0s Tween to bridge tracks.

Decision Matrix: Which AudioStreamPlayer?

FeatureAudioStreamPlayerAudioStreamPlayer2DAudioStreamPlayer3D
SpatialGlobal2D panning3D positioning
DopplerNoNoYes
AttenuationNoDistance-based3D falloff
Reverb sendNoNoYes
Use forMusic, UI, VO2D games3D games
PerformanceFastestMediumSlowest

Golden Path → Scripts

MANDATORY — open only the script that matches the row. Do not reinvent pools, duckers, or interactive graphs from memory.

Do NOT Load every script below for one mix task.

NeedScript
One-shot SFX spam / voice stealMANDATORY audio_voice_pool_manager.gd
Cap identical SFX (ear-bleed)MANDATORY audio_voice_limiter_manager.gd
Dialogue over musicMANDATORY audio_bus_ducker_logic.gd
Bus layout / runtime muteaudio_bus_manager.gd
Linear UI slider → dBaudio_linear_volume_interpolator.gd
Wall mufflingMANDATORY audio_occlusion_raycast.gd
Room reverb zonesaudio_environmental_reverb_zone.gd
Vertical intensity stemsMANDATORY audio_interactive_music_manager.gd
Horizontal clip graphinteractive_music_graph.gd + references/interactive-music-deep-dive.md
Bus / pool WHYreferences/audio-pooling-and-buses.md
Crossfade / BPM / duckreferences/music-transitions.md
Adaptive music player wrapperaudio_adaptive_music_player.gd
Autoload SFX entryaudio_manager.gd
Footstep surface banksaudio_footstep_surface_selector.gd
Procedural hum / engineaudio_procedural_generator_synth.gd
Spectrum → gameplay / VFXaudio_reactive_visualizer_component.gd, audio_visualizer.gd
Dialogue subtitle syncsubtitle_sync_system.gd

Available Scripts (catalog)

audio_voice_pool_manager.gd

Priority voice pool with steal of lowest-priority oldest voice (hero voices protected).

audio_voice_limiter_manager.gd

Concurrency cap for identical SFX instances.

audio_bus_ducker_logic.gd

Sidechain-style dialogue-over-music ducking.

audio_bus_manager.gd

Runtime bus volume/mute helpers for Music/SFX/UI/Voice groups.

audio_manager.gd

Autoload entry for play-one-shot routing onto the pool.

audio_linear_volume_interpolator.gd

Musically-correct linear↔dB UI slider mapping.

audio_occlusion_raycast.gd

Raycast muffling via attenuation filter cutoff.

audio_environmental_reverb_zone.gd

Area3D-driven reverb/bus override zones.

audio_interactive_music_manager.gd

AudioStreamSynchronized vertical stem intensity.

interactive_music_graph.gd

AudioStreamInteractive horizontal clip graph.

audio_adaptive_music_player.gd

Adaptive music player wrapper for intensity-driven stems.

audio_footstep_surface_selector.gd

Physics-driven surface → sound-bank selection.

audio_procedural_generator_synth.gd

Realtime procedural tones for hums/engines/signals.

audio_reactive_visualizer_component.gd

FFT spectrum → gameplay/visual driver.

audio_visualizer.gd

Spectrum analyzer visualization helper.

subtitle_sync_system.gd

Playback-position-accurate subtitle sync (latency-compensated).

Expert Audio Patterns

Pooling (WHY)

Spawning AudioStreamPlayer.new() per footstep at 60 FPS ≈ 3600 nodes/minute and frame spikes. MANDATORY audio_voice_pool_manager.gd. Cap duplicate SFX with audio_voice_limiter_manager.gd — 50 same-frame explosions clip the mix.

Deep dive → audio-pooling-and-buses.md.

Bus architecture

Master = final limiter only. Gameplay → Music / SFX / UI / Voice. set_bus_volume_db(0.5) is wrong — use linear_to_db() for sliders.

Music transitions

Never hard-cut tracks — 0.5–2.0s Tween crossfade or BPM-aligned handoff. Vertical/horizontal adaptive scores → interactive-music-deep-dive.md, music-transitions.md.

Occlusion muffling

Ray source→listener; blocked → Tween attenuation_filter_cutoff_hz down — audio_occlusion_raycast.gd.

Subtitle sync (no timer drift)

pos = get_playback_position() + AudioServer.get_time_since_last_mix() - AudioServer.get_output_latency() — subtitle_sync_system.gd.

Reference

Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.

Show full SKILL.md (381 more words)Show less
Official Documentation
  • Audio (tutorial index) — Entry point for buses, streams, effects, sync, mic, and TTS before diving into class pages.
  • Audio buses — Decibel scale, Master/sub-bus routing, and why linear slider values break mixing.
  • Audio streams — AudioStreamPlayer / 2D / 3D roles, randomizers, and how streams reach buses.
  • Audio effects — Bus FX chain (EQ, filters, reverb, compressor, limiter) for ducking and environment zones.
  • Sync the gameplay with audio and music — Playback-position helpers (get_time_since_last_mix, latency) for BPM and subtitle sync.
  • Importing audio samples — WAV/Ogg/MP3 tradeoffs that decide pool size and CPU cost for SFX spam.
  • AudioServer — Runtime bus volume, mute, effect add/remove, and spectrum analyzer instances.
  • AudioStreamPlayer — Non-positional music/UI/voice player API used by pools and crossfade managers.
  • AudioStreamPlayer3D — Attenuation models, Doppler, and filter cutoff for spatial SFX and occlusion.
  • AudioStreamInteractive — Clip graph / switch modes for horizontal combat↔explore music transitions.
  • AudioStreamSynchronized — Stem layering API (set_sync_stream_volume) for vertical intensity mixes.
Prerequisites
  • godot-project-foundations — Bus names, import defaults, and project audio latency settings must exist before runtime mix code.
  • godot-autoload-architecture — Music/SFX pools and bus managers are almost always Autoloads; use this for singleton ownership and boot order.
  • godot-gdscript-mastery — Typed Resources, signals, and await/Tween patterns underpin pooling, ducking, and interactive music graphs.
Complements
  • godot-tweening — Crossfades, sidechain duck ramps, and occlusion cutoff sweeps should be Tween-driven, not per-frame lerps.
  • godot-animation-player — Audio Playback + Call Method tracks keep dialogue VO and subtitles frame-locked across locales.
  • godot-dialogue-system — Routes spoken lines to a Voice/Dialog bus and should trigger Music ducking from this skill’s bus helpers.
  • godot-raycasting-queries — Occlusion muffling needs correct PhysicsRayQueryParameters3D masks from source to listener.
  • godot-shaders-basics — Spectrum analyzer magnitudes commonly drive shader uniforms or light energy for audio-reactive VFX.
  • godot-ui-containers — Volume menus need linear→dB mapping (linear_to_db) wired to bus indices, not raw slider values.
  • godot-save-load-systems — Persist per-bus volume/mute so mixer choices survive relaunch without rewriting bus layout.
Downstream / consumers
  • godot-performance-optimization — Escalate here when voice pools, polyphony, or mix-callback cost still show up in profilers after pooling.
  • godot-monte-carlo-balancer — Use when SFX concurrency caps, “loudness budget,” or spam-vs-clarity tradeoffs need simulated balance passes (pairs with voice limiters).
  • godot-genre-rhythm — Consumes sync-with-audio timing helpers for note windows and BPM-aligned transitions.
  • godot-combat-system — Hit/explosion layers must share SFX bus routing plus voice stealing so combat never clips the mix.
Master
  • godot-master — Library router and mirrored module entry; open when discovering which Domain Skill owns a cross-cutting audio concern.

© thedivergentai, LGPL-3.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 20 other files (scripts, references) in skills/godot-audio-systems of thedivergentai/GD-Agentic-Skills.

  • SKILL.md
  • references/audio-pooling-and-buses.md
  • references/interactive-music-deep-dive.md
  • references/migration-notes.md
  • references/music-transitions.md
  • scripts/audio_adaptive_music_player.gd
  • scripts/audio_bus_ducker_logic.gd
  • scripts/audio_bus_manager.gd
  • scripts/audio_environmental_reverb_zone.gd
  • scripts/audio_footstep_surface_selector.gd
  • scripts/audio_interactive_music_manager.gd
  • scripts/audio_linear_volume_interpolator.gd
  • scripts/audio_manager.gd
  • scripts/audio_occlusion_raycast.gd
  • scripts/audio_procedural_generator_synth.gd
  • scripts/audio_reactive_visualizer_component.gd
  • scripts/audio_visualizer.gd
  • scripts/audio_voice_limiter_manager.gd
  • scripts/audio_voice_pool_manager.gd
  • … and 2 more

Open the folder on GitHubat commit 4c4d0ff

Compare with similar skills

Godot Audio Systems 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.

Godot Audio Systems compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Godot Audio Systems this skillthedivergentai/GD-Agentic-Skills821—~3.5kAutomated safety check: PassLGPL-3.0
Godot Gdscript Patterns925236118/AlphaAgent10310 repos~5kAutomated safety check: PassMIT
2D Map and Scene Generator0x0funky/agent-sprite-forge4.4k—~2.9kAutomated safety check: PassMIT
Godot UI Integrationzimo-xiao-zheng/godot-ui-integration285—~1.5kAutomated safety check: PassMIT
Godot Wechat Minigame Adaptergodothub/godot-minigame187—~1.5kAutomated safety check: PassMIT
AI Game Art Pipelineybuild-ai/ai-game-art-pipeline-skill297—~1.1kAutomated safety check: PassMIT

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Works with

Questions about Godot Audio Systems

What does Godot Audio Systems do?

Expert patterns for Godot audio including AudioStreamPlayer variants (2D positional, 3D spatial), AudioBus mixing architecture, dynamic effects (reverb, EQ,compression), audio pooling for…. Godot Audio Systems is an agent skill from thedivergentai/GD-Agentic-Skills. Expert patterns for Godot audio including AudioStreamPlayer variants (2D positional, 3D spatial), AudioBus mixing architecture, dynamic effects (reverb, EQ,compression), audio pooling for performance, music transitions (crossfade, bpm-sync), and procedural audio generation.

When should I use Godot Audio Systems?

Godot Audio Systems fits situations like: audio-reactive gameplay; keywords: AudioStreamPlayer; audioStreamPlayer2D; audioStreamPlayer3D.

How do I install Godot Audio Systems in Claude Code?

Run `npx skills add thedivergentai/GD-Agentic-Skills --skill godot-audio-systems -a claude-code`. Or copy the skill folder (skills/godot-audio-systems in thedivergentai/GD-Agentic-Skills) into .claude/skills/godot-audio-systems in your project. Claude Code loads it when a task matches its description.

How do I install Godot Audio Systems in Codex?

Run `npx skills add thedivergentai/GD-Agentic-Skills --skill godot-audio-systems -a codex`. Or copy the skill folder (skills/godot-audio-systems in thedivergentai/GD-Agentic-Skills) into .agents/skills/godot-audio-systems in your project. Codex loads it when a task matches its description.

Can I use Godot Audio Systems in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add thedivergentai/GD-Agentic-Skills --skill godot-audio-systems -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/godot-audio-systems, .gemini/skills/godot-audio-systems, .github/skills/godot-audio-systems and .opencode/skills/godot-audio-systems in your project.

What does Godot Audio Systems need to run?

SKILL.md names no scripts, command-line tools or credentials: Godot Audio Systems is instructions for the agent only.

Does Godot Audio Systems access the network?

SKILL.md names 1 domain. As links in the text: docs.godotengine.org. This is read from the text; nothing was executed.

Is Godot Audio Systems safe to install?

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. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.

What licence does Godot Audio Systems use?

Godot Audio Systems is published under the LGPL-3.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Godot Audio Systems use?

About 3.5k tokens (SKILL.md is roughly 14k 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 2k tokens, read only when the agent opens those files.

What are the alternatives to Godot Audio Systems?

Skills that share tags, products or a category with Godot Audio Systems: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.4k stars), Godot UI Integration (zimo-xiao-zheng/godot-ui-integration, 285 stars) and Godot Wechat Minigame Adapter (godothub/godot-minigame, 187 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Godot Audio Systems?

thedivergentai (a GitHub user) maintains it in thedivergentai/GD-Agentic-Skills, which has 821 GitHub stars. The repository holds 98 skills in this directory. The repository was last updated on September 9, 2026.

Source: thedivergentai/GD-Agentic-Skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.