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 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.
Installs
25
GitHub Stars
36
First Seen
May 17, 2026