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godot-audio-systems — Claude Code skill for Godot audio

A skill with ready-made Godot audio scripts: voice pools, buses, attenuation, music transitions. Useful once your sound starts clipping or dropping out.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-audio-systems -a claude-code
Open on GitHub

What godot-audio-systems does

The skill covers how Godot's audio engine works and ships scripts for the usual jobs. There is a priority voice pool that steals the lowest-priority oldest voice while protecting hero lines, a concurrency cap for identical sound effects, sidechain-style ducking of music under dialogue, and helpers for Music/SFX/UI/Voice bus volume and mute at runtime. A second group handles space: raycast muffling, reverb zones driven by Area3D, and footstep banks picked by surface.

For music you get vertical stem intensity on AudioStreamSynchronized, a horizontal clip graph on AudioStreamInteractive, and a wrapper for the adaptive player. There is also procedural tone generation for hums and engines, an FFT spectrum visualizer, and subtitle sync tied to playback position.

The usual trap is bus volume: it is logarithmic, so UI sliders have to be mapped through linear_to_db(), otherwise everything stays loud until the last few percent of the slider. 3D players ship with no attenuation model, so without Inverse Distance a whisper across the map plays at full volume. The skill tells you to open only the script matching your task instead of loading the whole catalog.

What it helps with

  • pool voices so frequent sounds stop spiking frame time
  • cap how many identical effects fire at once
  • duck music under a dialogue line
  • set attenuation and doppler for 3D emitters
  • bridge two tracks without an abrupt cut

Example prompts for the agent

  • use the godot-audio-systems skill to build a pool for footstep sounds
  • set up dialogue-over-music ducking with audio_bus_ducker_logic.gd
  • add reverb zones to the cave using Area3D

How to install godot-audio-systems

1Skills CLI (Vercel)

npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-audio-systems -a claude-code

2Manually: put the files in place

~/.claude/skills/godot-audio-systems/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/godot-audio-systems/

Step by step, with commands for each platform: How to install skills in Claude Code: five ways

Questions about godot-audio-systems

How do I install godot-audio-systems in Claude?

Run npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-audio-systems -a claude-code. The skill file then lands at ~/.claude/skills/godot-audio-systems/SKILL.md.

What does godot-audio-systems do?

It provides patterns and scripts for Godot audio: voice pooling, bus volume and routing, spatial sound, reverb, music transitions and procedural synthesis.

Which scripts are mandatory for common tasks?

One-shot SFX spam needs audio_voice_pool_manager.gd, identical sound caps need audio_voice_limiter_manager.gd, dialogue over music needs audio_bus_ducker_logic.gd, and wall muffling needs audio_occlusion_raycast.gd.

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