Use this skill for audio synthesized inside a Godot project.
Artifacts and boundaries:
- If a project directory is known, put the full audio plan in
<PROJECT_DIR>/SOUND_DESIGN.md.
- Keep an existing README
Visual And Audio Direction or Required sounds section to a short summary, updated only when direction changes.
- Implement through a small project-specific module such as
<PROJECT_DIR>/audio_controller.gd; keep main.gd as orchestration.
- Reuse the template's existing
audio_synth.gd, or resolve assets/audio_synth.gd relative to this loaded skill. Copy only when the helper is missing or materially different.
- Map unfamiliar project/concept visual tags to the nearest material, geometry, motion, or atmosphere family and record the mapping in
SOUND_DESIGN.md.
- Continuous sounds should expose a minimal control surface:
start_<sound>(), update_<sound>(params), release_<sound>(), and stop_<sound>(). Headless/no-op handles must preserve the same calls so tests can verify state transitions without playback.
Rules:
- Use built-in Godot audio; external files require explicit project permission.
- Keep event families semantically stable within a game: score, danger, damage, and state change should have distinct timbral identities.
- Vary waveform, pitch, envelope, modulation, rhythm, and density between games; do not reuse a global beep vocabulary.
- Prefer generated sample streams; use
AudioStreamGenerator only for required real-time synthesis.
Workflow:
- Derive sound character from mechanics and visual direction.
- Choose 1–2 base waveforms and modulation.
- Define event-to-timbre mappings.
- Make combo, speed, danger, or difficulty audibly modulate at least one event.
- Implement through a small audio responsibility module.
Read references/sound-design-guide.md for event catalogues, synthesis patterns, and checks. Reusable primitives are in assets/audio_synth.gd.
Companion skills
directing-game-visuals produces <PROJECT_DIR>/VISUAL_DESIGN.md, which sound character should derive from.
scaffolding-godot-mini-games ships the template audio_synth.gd referenced above; copy this skill's assets/audio_synth.gd only when no template copy exists in the project.
1---2name: creating-godot-procedural-audio-23description: Designs and implements procedural audio for Godot games. Use when creating runtime SFX with Godot built-in audio APIs, mapping game events to timbre, or avoiding external audio assets.4---56Use this skill for audio synthesized inside a Godot project.78Artifacts and boundaries:9- If a project directory is known, put the full audio plan in `<PROJECT_DIR>/SOUND_DESIGN.md`.10- Keep an existing README `Visual And Audio Direction` or `Required sounds` section to a short summary, updated only when direction changes.11- Implement through a small project-specific module such as `<PROJECT_DIR>/audio_controller.gd`; keep `main.gd` as orchestration.12- Reuse the template's existing `audio_synth.gd`, or resolve `assets/audio_synth.gd` relative to this loaded skill. Copy only when the helper is missing or materially different.13- Map unfamiliar project/concept visual tags to the nearest material, geometry, motion, or atmosphere family and record the mapping in `SOUND_DESIGN.md`.14- Continuous sounds should expose a minimal control surface: `start_<sound>()`, `update_<sound>(params)`, `release_<sound>()`, and `stop_<sound>()`. Headless/no-op handles must preserve the same calls so tests can verify state transitions without playback.1516Rules:17- Use built-in Godot audio; external files require explicit project permission.18- Keep event families semantically stable within a game: score, danger, damage, and state change should have distinct timbral identities.19- Vary waveform, pitch, envelope, modulation, rhythm, and density between games; do not reuse a global beep vocabulary.20- Prefer generated sample streams; use `AudioStreamGenerator` only for required real-time synthesis.2122Workflow:231. Derive sound character from mechanics and visual direction.242. Choose 1–2 base waveforms and modulation.253. Define event-to-timbre mappings.264. Make combo, speed, danger, or difficulty audibly modulate at least one event.275. Implement through a small audio responsibility module.2829Read `references/sound-design-guide.md` for event catalogues, synthesis patterns, and checks. Reusable primitives are in `assets/audio_synth.gd`.3031## Companion skills3233- `directing-game-visuals` produces `<PROJECT_DIR>/VISUAL_DESIGN.md`, which sound character should derive from.34- `scaffolding-godot-mini-games` ships the template `audio_synth.gd` referenced above; copy this skill's `assets/audio_synth.gd` only when no template copy exists in the project.