Scenario Agent Skills is a collection of instructions that teaches AI coding agents to create images, video, audio, textures, skyboxes, and 3D assets through the Scenario MCP server, an interface to Scenario’s generation tools and custom-trained models. It serves game, entertainment, marketing, and other creative work, and also includes workflows for digital content creation software and game engines. The catalogue entries are these skills, along with plugins, commands, agents, instructions, settings, and hooks for using Scenario or driving supported creative applications.
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 scenario-labs/skills --skill scenario-godot-audiogit clone --depth 1 https://github.com/scenario-labs/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/scenario-labs/skills/scenario-godot-audio)<a href="https://agentmods.dev/skills/scenario-labs/skills/scenario-godot-audio"><img src="https://agentmods.dev/badge/skills/scenario-labs/skills/scenario-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/scenario-labs/skills/scenario-godot-audio"><img src="https://agentmods.dev/badge/skills/scenario-labs/skills/scenario-godot-audio.svg" alt="Reviewed on agentmods" width="80" height="20"></a>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 | $0.00119 | $0.04434 |
| Opus 5.5 | $0.00048 | $0.01774 |
| Sonnet 5.5 | $0.00024 | $0.00887 |
| Haiku 4.5 | $0.00012 | $0.00443 |
Grade A, and why
scenario-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.
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 (audio implementer)
Target: Godot 4.7.2.stable, macOS Apple Silicon.
At expert level, the mix is designed as data and then measured. Bus layouts, music transitions and voice limits are written as specs. Every claim gets checked with numbers read from the mixer, since an agent cannot listen. Experts spend more effort deciding which sounds not to play than on playing them. That is the core of combat audio. If a sibling skill named here is missing from your available skills, ask the user to install it (npx skills add scenario-labs/skills --skill <name>); unattended, proceed from tool schemas and flag the gap.
REQUIRED BACKGROUND: scenario-godot-expert (channels, gd_run, the review loop, 4.7 traps).
Status (2026-10-02): 18 live jobs in 12 test groups, the round-2 checks (P15) and 13 offline tests all pass in Godot 4.7.2 (references/procedures.md, tests/code/godot-audio/).
Stance (the expert delta)
- Measure headless; do not trust the "no sound" warning. The version deltas say
--headlessuses the Dummy driver and is silent. That is true for the speakers only. In 4.7.2 the Dummy driver still mixes in real time at 44.1 kHz. Peak meters,AudioEffectCaptureandAudioEffectRecordall work there, and a -24.08 dBFS file reads -24.07 (observed). For timing, render offline withAudioStreamPlayback.mix_audio()(audio_meter.render_stream), sample-exact; real-time recordings start about 0.2 s late (observed). - Good combat audio comes from not playing sounds. Somberg: "a lot of audio technology is about not playing sounds" (Vjm-- 00:05:20). Cap each sound type, keep about two plays within a radius, and cull by distance before spending a voice. Measured here with 200 enemies firing at 10 Hz: the naive mix peaks at +32.4 dBFS before the limiter, while a 32-voice pool with caps peaks at +8.5 (P6).
- Watch out for synchronous starts. With a hard cap and no cooldown, all 12 voices start on the same tick and end together. The mix then pulses in bursts (waveform sheet, P6). A per-type cooldown of 25 ms plus 4 randomized takes spreads them out, and the peak drops to -13.9 dBFS [added, measured].
- Write music as a transition table and audit every reachable pair. Octodemy builds the matrix cell by cell (spBa 00:03:59). Bittmann wants every state change designed (dPXa 00:18:07). An unlisted pair is not a hard cut. In 4.7.2 it waits for the next beat, then fades the source out over about one beat (observed, P9).
music_builder.audit_interactivelists the missing pairs. - Put hold on the transition that leaves the clip you want to come back to. Docs and Octodemy describe "hold previous" plus return-to-hold (spBa 00:07:49). In 4.7.2 the return only works when hold is set on the earlier transition, the one that leaves the interrupted clip. With hold on the transition into the stinger, all 6 variants went silent after the stinger (observed, P9).
- Route everything through named buses, and reference them by name. Create Music and SFX buses first (DevWorm 07Ky, Game Dev Artisan h3_1). A player whose bus is renamed reads back
"Master"and plays there. It recovers once the name is restored (observed). Audit scenes for players on Master or on missing buses (P13). - Measure spatial audio on the real curve. With 4.7.2 defaults (unit_size 10, max_db +3), a 3D source is flat from 1 m to 7 m, drops 3 dB at 10 m and 21 dB at 80 m. A low-pass removes a further 22 dB of 8 kHz at 20 m.
area_maskdefaults to 0, so Area3D reverb overrides do nothing until it is set to 1 (P7). - Condition generated audio before import, and verify it on the loaded resource. AI MP3s arrive hot (one test file: -8.4 LUFS, peak +0.99 dB) with silent padding. Normalize long files with two-pass loudnorm. Level short one-shots by peak, because loudnorm missed its target by 3 LU on a 0.5 s hit (observed, P4).
What ships with it
13 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.
- references/critique.md 3.5 KB
- references/expert-notes.md 10 KB
- references/gui-paths.md 4.1 KB
- references/procedures.md 24 KB
- references/sources.md 7.5 KB
- scripts/agentkit/audio/audio_audit.gd 1.6 KB
- scripts/agentkit/audio/audio_buses.gd 5.3 KB
- scripts/agentkit/audio/audio_meter.gd 8.0 KB
- scripts/agentkit/audio/music_builder.gd 6.9 KB
- scripts/agentkit/audio/occluder_3d.gd 2.4 KB
- scripts/agentkit/audio/sfx_pool.gd 6.7 KB
- scripts/agentkit/audio/tone_generator.gd 1.8 KB
- scripts/gd_audio.py 22 KB runs code
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.
- 12d ago First seen · 123 lines · 119 tokens per session scan A 62b302385b32
scenario-godot-audio is a skill published in the GitHub repository scenario-labs/skills (1,034 stars, last pushed today), licensed MIT. It adds 119 tokens to every session and 4,434 once invoked, about $0.0005 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 2026-10-05.
Other skills, from other repositories
motion
Reconstruct a skeleton from calibrated mesh projections and sequential VLM joint annotations, then fit joints and skin weights. Generate motion from joint-position trajectories, rhythm and contact constraints through IK; refine bone orientation against the action, then export, retarget and validate on the target mesh.
3d_object
Judge whether a generated mesh is fit to ship in a browser game, from the same rendered sheet the orientation review uses.
3d_scene
Choose how to build a 3dscene asset. Do not default to one pipeline for every task: what the user specified about the scene's appearance matters more than the scene type, and generative reconstruction is the least stable route here.
image
Use this Skill when a game plan needs a single-subject concept image, a character reference cleaned for image-to-3D, or a front-facing transparent T-pose image for downstream character reconstruction. T-pose generation is an image-generation and image-editing task; it is not a separate asset category.
audio
Use this Skill when a game plan requires dialogue, voice lines, sound effects, foley, ambience, or other offline WAV assets. This is asset generation, not a runtime audio-playback contract; use the selected engine context after an asset has passed review.
game-cg-director
Convert game CG intent and optional media references into validated, model-specific directing envelopes for opening, cutscene, ultimate, or promo clips. Use for standalone CG prompt direction or as a child capability of a game-generation Harness. Supports T2VA/text-only, I2VA/first-frame image…