godot-audio
Play and mix audio in Godot 4.7: AudioStreamPlayer (2D/3D variants), audio buses with volume/mute and effects, music vs SFX routing, db/linear volume, and precise sync-to-beat playback timing. Use when playing sounds or music in a Godot project, routing AudioStreamPlayer nodes to buses, adjusting bus volume via AudioServer, or syncing gameplay to the beat.
Install
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill godot-audioSKILL.md
Godot Audio (4.x)
Play SFX and music, route them through buses, control volume in decibels, and time gameplay to the beat. Targets Godot 4.7.
When to use
- Use when playing sound effects or music, routing audio to buses (Master/Music/SFX), adjusting volume/mute from code, adding bus effects (reverb, compressor), positional 3D audio, or syncing events to music.
When not to use: engine-agnostic audio design (adaptive music structure, mixing
philosophy, ducking patterns) → audio-design; importing/encoding assets outside Godot.
Core workflow
- Pick the player node:
AudioStreamPlayer— non-positional (music, UI, global SFX).AudioStreamPlayer2D/AudioStreamPlayer3D— positional; volume/pan from distance.
- Assign an
AudioStreamtostream(.oggfor music/loops,.wavfor short SFX) andplay(). Setautoplayfor music that starts with the scene. - Route to a bus. Set the player's
busto a named bus (e.g."Music","SFX"). Define buses in the Audio panel (bottom dock); each can have volume, mute, solo, and effects. - Control volume in dB, not linear (audio is logarithmic).
0 dB= unchanged,-80 dB≈ silent. Convert withlinear_to_db/db_to_linear. - Drive volume/mute from code with
AudioServerby bus index. - For rhythm, compute precise playback time using output latency compensation.
Patterns
1. One-shot SFX (fire-and-forget)
@onready var sfx: AudioStreamPlayer = $Sfx # stream assigned in the editor
func play_jump() -> void:
sfx.pitch_scale = randf_range(0.95, 1.05) # slight variation avoids fatigue
sfx.play()
# For many overlapping copies, use an AudioStreamPlayer with an
# AudioStreamPolyphonic stream, or spawn short-lived players and free on `finished`.
2. Set a bus's volume and mute via AudioServer
func set_music_volume(linear_0_to_1: float) -> void:
var bus := AudioServer.get_bus_index("Music")
# Convert a 0..1 slider to decibels; clamp avoids -inf at 0.
AudioServer.set_bus_volume_db(bus, linear_to_db(maxf(linear_0_to_1, 0.0001)))
func toggle_sfx(muted: bool) -> void:
AudioServer.set_bus_mute(AudioServer.get_bus_index("SFX"), muted)
3. Crossfade between two music tracks
@onready var a: AudioStreamPlayer = $MusicA
@onready var b: AudioStreamPlayer = $MusicB
func crossfade_to(stream: AudioStream, secs := 1.5) -> void:
b.stream = stream
b.volume_db = -40.0
b.play()
var tw := create_tween().set_parallel(true)
tw.tween_property(a, "volume_db", -40.0, secs) # fade out current
tw.tween_property(b, "volume_db", 0.0, secs) # fade in next
tw.chain().tween_callback(a.stop)
var tmp := a; a = b; b = tmp # swap roles
4. Beat-accurate timing (compensate for output latency)
@onready var music: AudioStreamPlayer = $Music
func get_playback_time() -> float:
# Add time since the last audio mix, subtract output latency, for sub-frame accuracy.
var t := music.get_playback_position() + AudioServer.get_time_since_last_mix()
return t - AudioServer.get_output_latency()
Pitfalls
- Treating volume as linear.
volume_db/set_bus_volume_dbare decibels. Settingvolume_db = 0.5is nearly full volume, not half. Map sliders withlinear_to_db. linear_to_db(0.0)is-inf. Clamp the linear value to a small minimum (e.g.0.0001) before converting, or special-case 0 → mute.- Bus name typos fail quietly.
get_bus_index("Muisc")returns-1; calls then error or no-op. Match the exact bus name from the Audio panel. - Short SFX cut off when the same player is retriggered. Use separate players, an
AudioStreamPolyphonic, orAudioStreamPlayerper-shot freed onfinished. - Music doesn't loop unless the import/stream loop is enabled (
.oggimport has a Loop option;AudioStreamWAVhasloop_mode). - Syncing to
get_playback_position()alone is jittery — it updates per audio mix, not per frame; addget_time_since_last_mix()and subtractget_output_latency(). - 3D audio inaudible → no
AudioListener3D/Camera3Dto hear it, ormax_distance/ attenuation too tight, or wrong bus muted.
References
- For the bus layout (
.tres), adding effects (reverb/compressor/EQ) and side-chain ducking,AudioStreamPolyphonic/AudioStreamInteractive, microphone capture, and procedural audio withAudioStreamGenerator, readreferences/buses-and-effects.md.
Related skills
audio-design— engine-agnostic adaptive music, mixing, and ducking practice.godot-animation— syncing animation/Tween toget_playback_position().godot-ui-control— volume sliders wired toAudioServer.
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