godot-audio-systems
Audio Systems
Expert guidance for Godot's audio engine and mixing architecture.
NEVER Do (Expert Audio Rules)
Mixing & Buses
- NEVER set bus volume with linear values —
set_bus_volume_db()is logarithmic. Uselinear_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
0.1units. - NEVER forget Doppler for high-speed objects — A car flying by without
DOPPLER_TRACKING_PHYSICS_STEPfeels flat and static.
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