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

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# 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).
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