Godot Audio logo

Godot Audio

OrganizationPopular
gamedev-skills
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 to buses, adjusting bus volume via AudioServer, or syncing gameplay to the beat.

Overview

Publishergamedev-skills
Repositoryawesome-gamedev-agent-skills
Skill namegodot-audio
Stars
1.3K
Forks
107
Bundled files
1
LicenseApache-2.0
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 1 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by gamedev-skills on GitHub. Read the source before you install it.

Installation

Install the Godot Audio AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/godot/godot-audio
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git /tmp/awesome-gamedev-agent-skills
mkdir -p .claude/skills
cp -r /tmp/awesome-gamedev-agent-skills/skills/godot/godot-audio .claude/skills/godot-audio
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Godot Audio in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Godot Audio on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Godot Audio is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

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)

gdscript
@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

gdscript
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

gdscript
@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)

gdscript
@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.

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Godot Audio AI skill do?

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.

Why use Godot Audio on TypingMind?

Because you install it once and use it with any model. Godot Audio is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Godot Audio in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/godot/godot-audio. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Godot Audio?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Godot Audio?

As many as you like. As long as a model supports skills, you can use Godot Audio with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Godot Audio AI skill free?

Yes. It is published on GitHub by gamedev-skills under the Apache-2.0 license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

View all

Set up your own AI workspace now

Get notified about new features and future giveaways by subscribing to our newsletter 👇