creating-godot-procedural-audio
Installation
SKILL.md
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 DirectionorRequired soundssection to a short summary, updated only when direction changes. - Implement through a small project-specific module such as
<PROJECT_DIR>/audio_controller.gd; keepmain.gdas orchestration. - Reuse the template's existing
audio_synth.gd, or resolveassets/audio_synth.gdrelative 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>(), andstop_<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
AudioStreamGeneratoronly for required real-time synthesis.