# godot-audio-systems

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

- skill · `type=skill` · Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, OpenCode · 502 installs · ★ 893
- Author: thedivergentai
- License: LGPL-3.0 · policy=link-only · description only; the file stays with the author
- Source: https://github.com/thedivergentai/Game-Dev-Agentic-Skills/tree/HEAD/skills/godot-audio-systems/SKILL.md
- Updated: 2026-10-16
- HTML: https://affpapa.org/en/nevibecode/skills/godot-audio-systems

## What it 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.

## Requirements
- Works with: Godot

## Install

### Claude Code (native platform)

1. **Skills CLI (Vercel)**
```bash
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-audio-systems -a claude-code
```

2. **Manually: put the files in place**
- File: `~/.claude/skills/godot-audio-systems/SKILL.md` — Copy the whole skill folder; for one project use .claude/skills/godot-audio-systems/

### Codex

1. **Skills CLI (Vercel)**
```bash
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-audio-systems -a codex
```

2. **Manually: put the files in place**
- File: `.agents/skills/godot-audio-systems/SKILL.md` — For all projects use ~/.agents/skills/

### Cursor

1. **Skills CLI (Vercel)**
```bash
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-audio-systems -a cursor
```

2. **Manually: put the files in place**
- File: `.cursor/skills/godot-audio-systems/SKILL.md` — Cursor also reads .agents/skills/ and .claude/skills/

### GitHub Copilot

1. **GitHub CLI**
```bash
gh skill install thedivergentai/Game-Dev-Agentic-Skills godot-audio-systems
```

2. **Manually: put the files in place**
- File: `.github/skills/godot-audio-systems/SKILL.md`

### Gemini CLI

1. **Skills CLI (Vercel)**
```bash
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-audio-systems -a gemini-cli
```

2. **Platform CLI**
```bash
gemini skills install https://github.com/thedivergentai/Game-Dev-Agentic-Skills --path skills/godot-audio-systems
```

### Windsurf (Devin Desktop)

**Manually: put the files in place**
- File: `.devin/skills/godot-audio-systems/SKILL.md` — The legacy .windsurf/skills/ path still works

### OpenCode

**Skills CLI (Vercel)**
```bash
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill godot-audio-systems -a opencode
```

### Claude.ai

**Claude.ai**
- Zip the folder and upload it in Settings → Capabilities → Skills

Where a file is given instead of a command, copy the files from the source to that path: https://github.com/thedivergentai/Game-Dev-Agentic-Skills/tree/HEAD/skills/godot-audio-systems/SKILL.md

## When to use it
- 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
- 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

## Similar
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From the same set: [thedivergentai/game-dev-agentic-skills](https://affpapa.org/en/nevibecode/by/thedivergentai/game-dev-agentic-skills.md) — 51 cards

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