Individual skill
scenario-godot-audio
Use when adding or fixing sound in Godot 4.7: audio buses and effects, volume sliders, 'too many sounds', combat audio with hundreds of enemies, sounds clipping or distorting, 3D sound too quiet or not panning, reverb zones not working, occlusion, adaptive or interactive music (AudioStreamInteractive, layers, stingers), music loops with gaps, SFX that repeat, AudioStreamRandomizer, AudioStreamGenerator, import settings, or importing AI-generated music, SFX and voice from Scenario or ElevenLabs.
skills/game-engines/godot/scenario-godot-audio/SKILL.md
Source commit f29bf06ab89088695ed3431ac99d20a090441a2f
What was checked
- Matches the observed repository HEAD
- Yes
- Scanner rules are current
- Yes
- Repository scan complete
- No
- Skill scan complete
- No
- Observed behavior
- Network or broad shell
- Last checked
- Nov 9, 2026
These are observations at the recorded commit, not a guarantee of safety. Review the source before running it.
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Repository context
- Repository stars (not skill ratings)
- 3,644
- Repository last updated
- Nov 9, 2026
- License
- MIT
Observed agent integration: No specific integration evidence. Standard SKILL.md installation does not imply verified compatibility.
- agent-skills Repository topic
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Files and excerpt
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Browse files
SKILL.mdcore · 19,048 bytesSKILL.mdcore · 19,048 bytesSKILL.mdcore · 19,048 bytesSKILL.mdcore · 19,048 bytesSKILL.mdcore · 19,048 bytesreferences/critique.mddoc · 3,707 bytesreferences/expert-notes.mddoc · 10,785 bytesreferences/gui-paths.mddoc · 4,259 bytesreferences/procedures.mddoc · 24,621 bytesreferences/sources.mddoc · 7,653 bytesscripts/agentkit/audio/audio_audit.gdasset · 1,634 bytesscripts/agentkit/audio/audio_buses.gdasset · 5,475 bytesscripts/agentkit/audio/audio_meter.gdasset · 8,240 bytesscripts/agentkit/audio/music_builder.gdasset · 7,059 bytesscripts/agentkit/audio/occluder_3d.gdasset · 2,423 bytesscripts/agentkit/audio/sfx_pool.gdasset · 6,832 bytesscripts/agentkit/audio/tone_generator.gdasset · 1,829 bytesscripts/gd_audio.pyruns · 22,050 bytes
Read excerpt
# 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, load it with `skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
the gap.
**REQUIRED BACKGROUND:** scenario-godot-expert (channels, `gd_run`, the review loop, 4.7 traps).