mcpbeat

Godot Audio

gamedev-skills/godot-audio

> 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.

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Install

one command, takes just this skill from the repository
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill godot-audio

The instruction itself

11 sections, as written by the author

Godot Audio (4.x)

Play SFX and music, route them through buses, control volume in decibels, and time

gameplay to the beat. Targets Godot 4.3+.

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

  • Pick the player node:
  • AudioStreamPlayer — non-positional (music, UI, global SFX).
  • AudioStreamPlayer2D / AudioStreamPlayer3D — positional; volume/pan from distance.
  • Assign an AudioStream to stream (.ogg for music/loops, .wav for short SFX)

and play(). Set autoplay for music that starts with the scene.

  • 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.

  • Control volume in dB, not linear (audio is logarithmic). 0 dB = unchanged,

-80 dB ≈ silent. Convert with linear_to_db/db_to_linear.

  • Drive volume/mute from code with AudioServer by bus index.
  • 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.

  • 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.

How to use it

Copy the folder

Take gamedev-skills/godot-audio from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

The agent identifies a skill by the name field in its header. Two skills with the same name cannot sit side by side — one of them will be ignored.