awesome-gamedev-agent-skills is a collection of 73 instruction files that give AI coding agents specialized guidance for game development with engines and frameworks such as Godot, Unity, Unreal, and Phaser. It helps agents choose relevant engine and task guidance while building games. The catalogue entries are the collection's skills and plugins for agents including Claude Code, Cursor, Codex, and Gemini CLI.
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.
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-audiogit clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skillsWrote 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.
[](https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-audio)<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.
<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>- Socket pass
- Snyk pass
- NVIDIA SkillSpector pass
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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00091 | $0.01543 |
| Opus 5.5 | $0.00036 | $0.00617 |
| Sonnet 5.5 | $0.00018 | $0.00309 |
| Haiku 4.5 | $0.00009 | $0.00154 |
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 2d 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.
How it starts
The opening of the file, as written. The whole thing — 126 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
- Pick the player node:
AudioStreamPlayer— non-positional (music, UI, global SFX).AudioStreamPlayer2D/AudioStreamPlayer3D— positional; volume/pan from distance.
- Assign an
AudioStreamtostream(.oggfor music/loops,.wavfor short SFX) andplay(). Setautoplayfor music that starts with the scene. - Route to a bus. Set the player's
busto 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 withlinear_to_db/db_to_linear, or use the linear helpers (volume_linearon players,AudioServer.set_bus_volume_linear()), which convert for you. - Drive volume/mute from code with
AudioServerby 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 overlapping copies, raise sfx.max_polyphony (default 1), use an
# AudioStreamPolyphonic stream, or spawn short-lived players and free on `finished`.
2. Set a bus's volume and mute via AudioServer
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.
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.
- 2d ago Changed · +3 lines 9ed39d72403e
- 1mo ago First seen · 123 lines · 91 tokens per session scan A b75829c3c475
godot-audio is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (4,867 stars, last pushed 3d ago), licensed Apache-2.0. It adds 91 tokens to every session and 1,543 once invoked, about $0.0004 per session on Opus 5.5. 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.
Other skills, from other repositories
editor-session-quit
Save and quit an editor that a CLI session started (unity-mcp-cli exec, open --headless). Needs the session lease nonce; an editor the user opened is never closed. Used by unity-mcp-cli close.
screenshot-game-view
Capture a screenshot of the Unity Editor's Game View by reading its internal render texture directly. Image size matches the current Game View resolution; the tool corrects Y-flip on DirectX / Metal so the output is always upright. Requires an open Game View window.
dialogue-manager
Use when using the Dialogue Manager addon — .dialogue files with titles, responses, conditions and mutations, runtime balloons, and C# support.
event-bus
Use when implementing decoupled communication between nodes — global EventBus autoload with typed signals.
physics-system
Use when working with physics bodies, collision shapes, raycasting, areas, rigid bodies, ragdolls, soft bodies, Jolt physics, and physics interpolation in Godot 4.3+.
biome-detail-tuning
Configure and tune Unity Terrain detail (grass/flower/fern) placement for MapGenerator biomes using prefabs and noise-driven clustering. Covers the full workflow from prefab selection through noise parameter tuning to external audit verification and performance optimization. Use when: setting up detail for any biome…