audio-system

audio-system is a skill for Claude Code from jame581/GodotPrompter. It costs 28 tokens per session (3,592 once invoked), scanned A, original, MIT.

An audio setup guide for Godot 4.3+ games. It covers sound playback, mixing through audio buses, positional sound, music management, sound-effect pooling, and changing mixes during play.

In plain words
What is it for?
Use it to add music, interface sounds, footsteps, gunfire, environmental audio, and separate volume or effects controls for each group.
Why use it?
It helps organize music, sound effects, and volume controls instead of handling every sound separately.

Skill for Claude Code

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

Part of the godot-prompter plugin — 57 skills, 9 agents, 2 hooks shipped together

Good fit Use it to add music, interface sounds, footsteps, gunfire, environmental audio, and separate volume or effects controls for each group.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/jame581/godotprompter/audio-system
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 jame581/GodotPrompter --skill audio-system
Clone the repo
git clone --depth 1 https://github.com/jame581/GodotPrompter

Made for: Claude Code.

Or install godot-prompter, the plugin that ships this one along with the rest of its 57 skills, 9 agents, 2 hooks.

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 audio-system

README.md
[![agentmods](https://agentmods.dev/badge/skills/jame581/godotprompter/audio-system/github.svg)](https://agentmods.dev/skills/jame581/godotprompter/audio-system)
Your own site
<a href="https://agentmods.dev/skills/jame581/godotprompter/audio-system"><img src="https://agentmods.dev/badge/skills/jame581/godotprompter/audio-system/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 audio-system

Your own site · 80×15
<a href="https://agentmods.dev/skills/jame581/godotprompter/audio-system"><img src="https://agentmods.dev/badge/skills/jame581/godotprompter/audio-system.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 28 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,592 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
  • 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 $0.00028 $0.03592
Opus 5 $0.00014 $0.01796
Sonnet 5 $0.00006 $0.00718
Haiku 4.5 $0.00003 $0.00359

Measured 9d ago against content hash c3c1cad4d873, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

Grade A, and why

audio-system 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 9d 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/audio-system/SKILL.md · 357 lines

How it starts

The opening of the file, as written. The whole thing — 357 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Audio System in Godot 4.3+

All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.

Related skills: event-bus for decoupled audio triggers, save-load for persisting audio settings, resource-pattern for audio data containers.


1. Core Concepts

Audio Node Types

Node Dimensions Use For
AudioStreamPlayer Non-positional Music, UI sounds, global SFX
AudioStreamPlayer2D 2D positional Footsteps, gunfire, environmental sounds
AudioStreamPlayer3D 3D positional Same as 2D but in 3D space

Audio Bus Architecture

Godot routes all audio through buses (like a mixing console).

Master (always exists)
├── Music          → volume, effects for background music
├── SFX            → volume, effects for sound effects
│   ├── Footsteps  → sub-bus for fine-tuning
│   └── Weapons    → sub-bus for fine-tuning
└── UI             → volume for menu sounds

Setup: Bottom panel → Audio tab → Add buses, set names, route outputs.

Every AudioStreamPlayer has a bus property — set it to the target bus name (e.g., "SFX", "Music").


2. Basic Audio Playback

GDScript

extends Node2D

@onready var sfx_player: AudioStreamPlayer2D = $AudioStreamPlayer2D
@onready var music_player: AudioStreamPlayer = $MusicPlayer

func _ready() -> void:
    # Play background music (looping is set on the AudioStream resource)
    music_player.play()

func play_jump_sound() -> void:
    sfx_player.stream = preload("res://audio/sfx/jump.wav")
    sfx_player.play()

C#

using Godot;

public partial class AudioExample : Node2D
{
    private AudioStreamPlayer2D _sfxPlayer;
    private AudioStreamPlayer _musicPlayer;

    public override void _Ready()
    {
        _sfxPlayer = GetNode<AudioStreamPlayer2D>("AudioStreamPlayer2D");
        _musicPlayer = GetNode<AudioStreamPlayer>("MusicPlayer");
        _musicPlayer.Play();
    }

    public void PlayJumpSound()
    {
        _sfxPlayer.Stream = GD.Load<AudioStream>("res://audio/sfx/jump.wav");
        _sfxPlayer.Play();
    }
}

Read the full file on GitHub · 357 lines

Files

What ships with it

4 files 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. 9d ago First seen · 357 lines · 28 tokens per session scan A c3c1cad4d873

Subscribe to this mod's changes

audio-system is a skill published in the GitHub repository jame581/GodotPrompter (685 stars, last pushed 27d ago), licensed MIT. It adds 28 tokens to every session and 3,592 once invoked, about $0.0001 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.

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