Individual skill
audio-review
Reviews Godot Audio implementation for known pitfalls. Triggers AFTER implementation, when code involves AudioStreamPlayer, AudioStreamPlayer2D, AudioStreamPlayer3D, AudioServer, AudioBus, AudioEffect, AudioStream, or .finished signal on audio players. Do NOT use this skill for planning or teaching — only for post-implementation review.
plugins/shared/loom/skills/godot/reviewer/audio/SKILL.md
Source commit 7cf9b229d22656ac28cb6fa47d26bb6230155b0a
What was checked
- Matches the observed repository HEAD
- Yes
- Scanner rules are current
- No
- Repository scan complete
- No
- Skill scan complete
- No
- Observed behavior
- Not checked yet
- Last checked
- Nov 7, 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)
- 1,447
- Repository last updated
- Nov 3, 2026
- License
- Apache-2.0
Observed agent integration: No specific integration evidence. Standard SKILL.md installation does not imply verified compatibility.
- education Derived category
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SKILL.mdcore · 1,310 byteschecklist.mddoc · 1,976 bytesgotchas.mddoc · 3,308 bytes
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# Audio Review
Post-implementation reviewer for Godot audio code. Checks against known gotchas that LLMs consistently get wrong.
## When to trigger
After audio-related code is written or modified. Look for:
- Audio player nodes (AudioStreamPlayer, AudioStreamPlayer2D, AudioStreamPlayer3D)
- AudioServer bus manipulation (`add_bus`, `remove_bus`, `add_bus_effect`, `remove_bus_effect`)
- `preload()` of `.ogg` or `.mp3` files
- `finished` signal connections or `await .finished` on audio players
- Polyphony configuration or SFX pooling patterns
## Review process