--- name: godot-audio-systems description: "Expert patterns for Godot audio including AudioStreamPlayer variants (2D positional, 3D spatial), AudioBus mixing architecture, dynamic effects (reverb, EQ,compression), audio pooling for performance, music transitions (crossfade, bpm-sync), and procedural audio generation. Use for music systems, sound effects, spatial audio, or audio-reactive gameplay. Trigger keywords: AudioStreamPlayer, AudioStreamPlayer2D, AudioStreamPlayer3D, AudioBus, AudioServer, AudioEffect, music_crossfade, audio_pool, positional_audio, reverb, bus_volume." --- # Audio Systems Expert mixing, spatial, pooling, and interactive-music patterns for Godot's audio engine. ## NEVER Do (Expert Audio Rules) ### Mixing & Buses - **NEVER set bus volume with linear values** — `set_bus_volume_db()` is logarithmic. Use `linear_to_db()` for sliders OR everything will sound too loud until the last 5%. - **NEVER skip 'Bus Routing'** — Playing music on the 'SFX' bus makes volume menus useless. Strictly route every player to its dedicated sub-bus (Music, SFX, UI, Voice). - **NEVER use 'Master' for gameplay sounds** — Dedicate Master to final limiting. Route all gameplay to sub-groups so you can mute/duck categories. ### Positional & Spatial - **NEVER use 3D players without an Attenuation Model** — Default is NONE. If you don't set it to `Inverse Distance`, a whisper on the other side of the map will be global volume. - **NEVER play 3D sounds exactly on top of the listener** — Causes "Panning Jitter" where the sound snaps between Left/Right speakers. Offset by `0.1` units. - **NEVER forget Doppler for high-speed objects** — A car flying by without `DOPPLER_TRACKING_PHYSICS_STEP` feels flat and static. ### Performance & Polish - **NEVER spam same-frame sounds** — Playing 50 explosions at once causes constructive interference (clipping/distortion). Use a `Limiter` (`audio_voice_limiter_manager.gd`). - **NEVER instantiate nodes for one-shots** — Creating a node, playing a 0.5s clap, and `queue_free()`ing causes frame-time spikes. Use a Pool. - **NEVER skip Crossfades/Transitions** — Abrupt music cuts break immersion. Always use a 0.5s-1.0s `Tween` to bridge tracks. --- ## Decision Matrix: Which AudioStreamPlayer? | Feature | AudioStreamPlayer | AudioStreamPlayer2D | AudioStreamPlayer3D | |---------|------------------|---------------------|---------------------| | **Spatial** | Global | 2D panning | 3D positioning | | **Doppler** | No | No | Yes | | **Attenuation** | No | Distance-based | 3D falloff | | **Reverb send** | No | No | Yes | | **Use for** | Music, UI, VO | 2D games | 3D games | | **Performance** | Fastest | Medium | Slowest | ## Golden Path → Scripts > **MANDATORY** — open only the script that matches the row. Do **not** reinvent pools, duckers, or interactive graphs from memory. > > **Do NOT Load** every script below for one mix task. | Need | Script | |------|--------| | One-shot SFX spam / voice steal | **MANDATORY** [audio_voice_pool_manager.gd](scripts/audio_voice_pool_manager.gd) | | Cap identical SFX (ear-bleed) | **MANDATORY** [audio_voice_limiter_manager.gd](scripts/audio_voice_limiter_manager.gd) | | Dialogue over music | **MANDATORY** [audio_bus_ducker_logic.gd](scripts/audio_bus_ducker_logic.gd) | | Bus layout / runtime mute | [audio_bus_manager.gd](scripts/audio_bus_manager.gd) | | Linear UI slider → dB | [audio_linear_volume_interpolator.gd](scripts/audio_linear_volume_interpolator.gd) | | Wall muffling | **MANDATORY** [audio_occlusion_raycast.gd](scripts/audio_occlusion_raycast.gd) | | Room reverb zones | [audio_environmental_reverb_zone.gd](scripts/audio_environmental_reverb_zone.gd) | | Vertical intensity stems | **MANDATORY** [audio_interactive_music_manager.gd](scripts/audio_interactive_music_manager.gd) | | Horizontal clip graph | [interactive_music_graph.gd](scripts/interactive_music_graph.gd) + [references/interactive-music-deep-dive.md](references/interactive-music-deep-dive.md) | | Bus / pool WHY | [references/audio-pooling-and-buses.md](references/audio-pooling-and-buses.md) | | Crossfade / BPM / duck | [references/music-transitions.md](references/music-transitions.md) | | Adaptive music player wrapper | [audio_adaptive_music_player.gd](scripts/audio_adaptive_music_player.gd) | | Autoload SFX entry | [audio_manager.gd](scripts/audio_manager.gd) | | Footstep surface banks | [audio_footstep_surface_selector.gd](scripts/audio_footstep_surface_selector.gd) | | Procedural hum / engine | [audio_procedural_generator_synth.gd](scripts/audio_procedural_generator_synth.gd) | | Spectrum → gameplay / VFX | [audio_reactive_visualizer_component.gd](scripts/audio_reactive_visualizer_component.gd), [audio_visualizer.gd](scripts/audio_visualizer.gd) | | Dialogue subtitle sync | [subtitle_sync_system.gd](scripts/subtitle_sync_system.gd) | ## Available Scripts (catalog) ### [audio_voice_pool_manager.gd](scripts/audio_voice_pool_manager.gd) Priority voice pool with steal of lowest-priority oldest voice (hero voices protected). ### [audio_voice_limiter_manager.gd](scripts/audio_voice_limiter_manager.gd) Concurrency cap for identical SFX instances. ### [audio_bus_ducker_logic.gd](scripts/audio_bus_ducker_logic.gd) Sidechain-style dialogue-over-music ducking. ### [audio_bus_manager.gd](scripts/audio_bus_manager.gd) Runtime bus volume/mute helpers for Music/SFX/UI/Voice groups. ### [audio_manager.gd](scripts/audio_manager.gd) Autoload entry for play-one-shot routing onto the pool. ### [audio_linear_volume_interpolator.gd](scripts/audio_linear_volume_interpolator.gd) Musically-correct linear↔dB UI slider mapping. ### [audio_occlusion_raycast.gd](scripts/audio_occlusion_raycast.gd) Raycast muffling via attenuation filter cutoff. ### [audio_environmental_reverb_zone.gd](scripts/audio_environmental_reverb_zone.gd) Area3D-driven reverb/bus override zones. ### [audio_interactive_music_manager.gd](scripts/audio_interactive_music_manager.gd) `AudioStreamSynchronized` vertical stem intensity. ### [interactive_music_graph.gd](scripts/interactive_music_graph.gd) `AudioStreamInteractive` horizontal clip graph. ### [audio_adaptive_music_player.gd](scripts/audio_adaptive_music_player.gd) Adaptive music player wrapper for intensity-driven stems. ### [audio_footstep_surface_selector.gd](scripts/audio_footstep_surface_selector.gd) Physics-driven surface → sound-bank selection. ### [audio_procedural_generator_synth.gd](scripts/audio_procedural_generator_synth.gd) Realtime procedural tones for hums/engines/signals. ### [audio_reactive_visualizer_component.gd](scripts/audio_reactive_visualizer_component.gd) FFT spectrum → gameplay/visual driver. ### [audio_visualizer.gd](scripts/audio_visualizer.gd) Spectrum analyzer visualization helper. ### [subtitle_sync_system.gd](scripts/subtitle_sync_system.gd) Playback-position-accurate subtitle sync (latency-compensated). ## Expert Audio Patterns ### Pooling (WHY) Spawning `AudioStreamPlayer.new()` per footstep at 60 FPS ≈ **3600 nodes/minute** and frame spikes. **MANDATORY** [audio_voice_pool_manager.gd](scripts/audio_voice_pool_manager.gd). Cap duplicate SFX with [audio_voice_limiter_manager.gd](scripts/audio_voice_limiter_manager.gd) — 50 same-frame explosions clip the mix. Deep dive → [audio-pooling-and-buses.md](references/audio-pooling-and-buses.md). ### Bus architecture Master = final limiter only. Gameplay → Music / SFX / UI / Voice. `set_bus_volume_db(0.5)` is wrong — use `linear_to_db()` for sliders. ### Music transitions Never hard-cut tracks — 0.5–2.0s Tween crossfade or BPM-aligned handoff. Vertical/horizontal adaptive scores → [interactive-music-deep-dive.md](references/interactive-music-deep-dive.md), [music-transitions.md](references/music-transitions.md). ### Occlusion muffling Ray source→listener; blocked → Tween `attenuation_filter_cutoff_hz` down — [audio_occlusion_raycast.gd](scripts/audio_occlusion_raycast.gd). ### Subtitle sync (no timer drift) `pos = get_playback_position() + AudioServer.get_time_since_last_mix() - AudioServer.get_output_latency()` — [subtitle_sync_system.gd](scripts/subtitle_sync_system.gd). ## Reference > Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice. ### Official Documentation - [Audio (tutorial index)](https://docs.godotengine.org/en/stable/tutorials/audio/index.html) — Entry point for buses, streams, effects, sync, mic, and TTS before diving into class pages. - [Audio buses](https://docs.godotengine.org/en/stable/tutorials/audio/audio_buses.html) — Decibel scale, Master/sub-bus routing, and why linear slider values break mixing. - [Audio streams](https://docs.godotengine.org/en/stable/tutorials/audio/audio_streams.html) — AudioStreamPlayer / 2D / 3D roles, randomizers, and how streams reach buses. - [Audio effects](https://docs.godotengine.org/en/stable/tutorials/audio/audio_effects.html) — Bus FX chain (EQ, filters, reverb, compressor, limiter) for ducking and environment zones. - [Sync the gameplay with audio and music](https://docs.godotengine.org/en/stable/tutorials/audio/sync_with_audio.html) — Playback-position helpers (`get_time_since_last_mix`, latency) for BPM and subtitle sync. - [Importing audio samples](https://docs.godotengine.org/en/stable/tutorials/assets_pipeline/importing_audio_samples.html) — WAV/Ogg/MP3 tradeoffs that decide pool size and CPU cost for SFX spam. - [AudioServer](https://docs.godotengine.org/en/stable/classes/class_audioserver.html) — Runtime bus volume, mute, effect add/remove, and spectrum analyzer instances. - [AudioStreamPlayer](https://docs.godotengine.org/en/stable/classes/class_audiostreamplayer.html) — Non-positional music/UI/voice player API used by pools and crossfade managers. - [AudioStreamPlayer3D](https://docs.godotengine.org/en/stable/classes/class_audiostreamplayer3d.html) — Attenuation models, Doppler, and filter cutoff for spatial SFX and occlusion. - [AudioStreamInteractive](https://docs.godotengine.org/en/stable/classes/class_audiostreaminteractive.html) — Clip graph / switch modes for horizontal combat↔explore music transitions. - [AudioStreamSynchronized](https://docs.godotengine.org/en/stable/classes/class_audiostreamsynchronized.html) — Stem layering API (`set_sync_stream_volume`) for vertical intensity mixes. ### Related Skills #### Prerequisites - [godot-project-foundations](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-project-foundations/SKILL.md) — Bus names, import defaults, and project audio latency settings must exist before runtime mix code. - [godot-autoload-architecture](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-autoload-architecture/SKILL.md) — Music/SFX pools and bus managers are almost always Autoloads; use this for singleton ownership and boot order. - [godot-gdscript-mastery](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-gdscript-mastery/SKILL.md) — Typed Resources, signals, and await/Tween patterns underpin pooling, ducking, and interactive music graphs. #### Complements - [godot-tweening](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-tweening/SKILL.md) — Crossfades, sidechain duck ramps, and occlusion cutoff sweeps should be Tween-driven, not per-frame lerps. - [godot-animation-player](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-animation-player/SKILL.md) — Audio Playback + Call Method tracks keep dialogue VO and subtitles frame-locked across locales. - [godot-dialogue-system](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-dialogue-system/SKILL.md) — Routes spoken lines to a Voice/Dialog bus and should trigger Music ducking from this skill’s bus helpers. - [godot-raycasting-queries](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-raycasting-queries/SKILL.md) — Occlusion muffling needs correct `PhysicsRayQueryParameters3D` masks from source to listener. - [godot-shaders-basics](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-shaders-basics/SKILL.md) — Spectrum analyzer magnitudes commonly drive shader uniforms or light energy for audio-reactive VFX. - [godot-ui-containers](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-ui-containers/SKILL.md) — Volume menus need linear→dB mapping (`linear_to_db`) wired to bus indices, not raw slider values. - [godot-save-load-systems](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-save-load-systems/SKILL.md) — Persist per-bus volume/mute so mixer choices survive relaunch without rewriting bus layout. #### Downstream / consumers - [godot-performance-optimization](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-performance-optimization/SKILL.md) — Escalate here when voice pools, polyphony, or mix-callback cost still show up in profilers after pooling. - [godot-monte-carlo-balancer](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-monte-carlo-balancer/SKILL.md) — Use when SFX concurrency caps, “loudness budget,” or spam-vs-clarity tradeoffs need simulated balance passes (pairs with voice limiters). - [godot-genre-rhythm](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-genre-rhythm/SKILL.md) — Consumes sync-with-audio timing helpers for note windows and BPM-aligned transitions. - [godot-combat-system](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-combat-system/SKILL.md) — Hit/explosion layers must share SFX bus routing plus voice stealing so combat never clips the mix. #### Master - [godot-master](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-master/SKILL.md) — Library router and mirrored module entry; open when discovering which Domain Skill owns a cross-cutting audio concern.