godot-audio

godot-audio is a skill for Claude Code from gamedev-skills/awesome-gamedev-agent-skills. It costs 91 tokens per session (1,452 once invoked), scanned A, original, Apache-2.0.

A guide to playing, routing, mixing, and timing music and sound effects in Godot 4.7, a game-development engine.

In plain words
What is it for?
Use it to play sounds, route them through music or effects buses, add effects such as reverb, control volume and muting, handle 2D or 3D audio, and sync events to music.
Why use it?
It removes guesswork around audio players, volume controls, sound effects, and positional audio in Godot games.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the godot plugin — 15 skills shipped together , and of gamedev

Good fit Use it to play sounds, route them through music or effects buses, add effects such as reverb, control volume and muting, handle 2D or 3D audio, and sync events to music.

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Install with agentmods
npx agentmods add skills/gamedev-skills/awesome-gamedev-agent-skills/godot-audio
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-audio
Clone the repo
git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills

Made for: Claude Code.

Or install godot, the plugin that ships this one along with the rest of its 15 skills.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for godot-audio

README.md
[![agentmods](https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-audio/github.svg)](https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-audio)
Your own site
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-audio"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-audio/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for godot-audio

Your own site · 80×15
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-audio"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-audio.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 91 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,452 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • Socket pass 8 Aug 2026
  • Snyk pass 8 Aug 2026
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00091 $0.01452
Opus 5 $0.00046 $0.00726
Sonnet 5 $0.00018 $0.00290
Haiku 4.5 $0.00009 $0.00145

Measured 12d ago against content hash b75829c3c475, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

godot-audio scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 12d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

skills/godot/godot-audio/SKILL.md · 123 lines

How it starts

The opening of the file, as written. The whole thing — 123 lines — stays where its author put it; the contents beside it link to each section on GitHub.

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)

@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)

Read the full file on GitHub · 123 lines

Files

What ships with it

1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 12d ago First seen · 123 lines · 91 tokens per session scan A b75829c3c475

Subscribe to this mod's changes

godot-audio is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (952 stars, last pushed 2d ago), licensed Apache-2.0. It adds 91 tokens to every session and 1,452 once invoked, about $0.0005 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.