audio-system
Skill870 starsChanged 22 days agoMITView on GitHub
Use when implementing audio — audio buses, AudioStreamPlayer, spatial audio, music management, SFX pooling, and dynamic mixing
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- Common
- Distinctive
- Very specific
- Distinctive: line 8
All examples target Godot 4.3+ with no deprecated APIs.
- Very specific: line 39
Every AudioStreamPlayer has a bus property — set it to the target bus name (e.g., "SFX", "Music").
- Distinctive: line 91
WAV: Import tab → Loop Mode → Forward (or Ping-Pong)
- Distinctive: line 92
OGG: Import tab → Loop → On, set Loop Offset
- Distinctive: line 93
MP3: Import tab → Loop → On
- Distinctive: line 156
Add effects to buses in the Audio panel (bottom dock).
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Audio System in Godot 4.3+
All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.
Related skills: event-bus for decoupled audio triggers, save-load for persisting audio settings, resource-pattern for audio data containers.
1. Core Concepts
Audio Node Types
| Node | Dimensions | Use For |
AudioStreamPlayer | Non-positional | Music, UI sounds, global SFX |
AudioStreamPlayer2D | 2D positional | Footsteps, gunfire, environmental sounds |
AudioStreamPlayer3D | 3D positional | Same as 2D but in 3D space |
Audio Bus Architecture
Godot routes all audio through buses (like a mixing console).
Master (always exists)
├── Music → volume, effects for background music
├── SFX → volume, effects for sound effects
│ ├── Footsteps → sub-bus for fine-tuning
│ └── Weapons → sub-bus for fine-tuning
└── UI → volume for menu soundsSetup: Bottom panel → Audio tab → Add buses, set names, route outputs.
Every AudioStreamPlayer has a bus property — set it to the target bus name (e.g., "SFX", "Music").
2. Basic Audio Playback
GDScript
extends Node2D
@onready var sfx_player: AudioStreamPlayer2D = $AudioStreamPlayer2D
@onready var music_player: AudioStreamPlayer = $MusicPlayer
func _ready() -> void:
# Play background music (looping is set on the AudioStream resource)
music_player.play()
func play_jump_sound() -> void:
sfx_player.stream = preload("res://audio/sfx/jump.wav")
sfx_player.play()C#
using Godot;
public partial class AudioExample : Node2D
{
private AudioStreamPlayer2D _sfxPlayer;
private AudioStreamPlayer _musicPlayer;
public override void _Ready()
{
_sfxPlayer = GetNode<AudioStreamPlayer2D>("AudioStreamPlayer2D");
_musicPlayer = GetNode<AudioStreamPlayer>("MusicPlayer");
_musicPlayer.Play();
}
public void PlayJumpSound()
{
_sfxPlayer.Stream = GD.Load<AudioStream>("res://audio/sfx/jump.wav");
_sfxPlayer.Play();
}
}Looping Audio
Looping is configured on the AudioStream resource, not the player node:
- WAV: Import tab → Loop Mode → Forward (or Ping-Pong)
- OGG: Import tab → Loop → On, set Loop Offset
- MP3: Import tab → Loop → On
Always use OGG Vorbis for music (smaller files, good quality). Use WAV for short SFX (PCM or QOA, cheap to decode). Avoid MP3 for SFX — depending on the encoder it can start with padding silence.
3. Audio Bus Management
Setting Volume from Code
Godot uses decibels (dB) for volume. Linear-to-dB conversion is required for sliders.
GDScript
# Get bus index by name
var bus_index: int = AudioServer.get_bus_index("SFX")
# Set volume in dB directly
AudioServer.set_bus_volume_db(bus_index, -6.0) # -6 dB ≈ half amplitude (db_to_linear(-6.0) ≈ 0.5)
# Convert linear (0.0–1.0) to dB — use for UI sliders
func set_bus_volume_linear(bus_name: String, linear: float) -> void:
var index := AudioServer.get_bus_index(bus_name)
AudioServer.set_bus_volume_db(index, linear_to_db(linear))
# Mute / unmute a bus
AudioServer.set_bus_mute(bus_index, true)
# Read current volume as linear (for displaying on a slider)
func get_bus_volume_linear(bus_name: String) -> float:
var index := AudioServer.get_bus_index(bus_name)
return db_to_linear(AudioServer.get_bus_volume_db(index))C#
int busIndex = AudioServer.GetBusIndex("SFX");
// Set volume in dB
AudioServer.SetBusVolumeDb(busIndex, -6.0f);
// Linear to dB conversion for UI sliders
public void SetBusVolumeLinear(string busName, float linear)
{
int index = AudioServer.GetBusIndex(busName);
AudioServer.SetBusVolumeDb(index, Mathf.LinearToDb(linear));
}
// Mute / unmute
AudioServer.SetBusMute(busIndex, true);
// Read current volume as linear
public float GetBusVolumeLinear(string busName)
{
int index = AudioServer.GetBusIndex(busName);
return Mathf.DbToLinear(AudioServer.GetBusVolumeDb(index));
}Audio Bus Effects
Add effects to buses in the Audio panel (bottom dock). Common effects:
| Effect | Use For |
Reverb | Cave, cathedral, bathroom ambience |
Delay | Echo effects |
Compressor | Normalize loud/quiet sounds (master bus) |
HardLimiter | Prevent clipping on master bus (Limiter is deprecated) |
LowPassFilter | Muffled sounds (underwater, behind walls) |
HighPassFilter | Thin/tinny sound (radio, phone) |
Chorus | Thicken sounds |
Distortion | Gritty/overdrive effects |
EQ | Fine-tune frequency bands |
Dynamic Effect Toggle
# Enable/disable an effect on a bus at runtime
var bus_index := AudioServer.get_bus_index("SFX")
var effect_index := 0 # First effect on the bus
AudioServer.set_bus_effect_enabled(bus_index, effect_index, true)
# Apply low-pass filter for "underwater" feel
func set_underwater(enabled: bool) -> void:
var index := AudioServer.get_bus_index("SFX")
# Assumes a LowPassFilter is the first effect on the SFX bus
AudioServer.set_bus_effect_enabled(index, 0, enabled)4. Spatial Audio (2D & 3D)
AudioStreamPlayer2D
Automatically adjusts volume and panning based on distance to the current AudioListener2D (or the centre of the screen if none is current).
Enemy (CharacterBody2D)
├── Sprite2D
└── AudioStreamPlayer2D ← positioned at enemy's location
bus = "SFX"
max_distance = 1000.0
attenuation = 1.0Key properties:
| Property | Description | Default |
max_distance | Beyond this distance, sound is silent | 2000.0 |
attenuation | Volume falloff curve (1.0 = linear, higher = sharper) | 1.0 |
max_polyphony | Max simultaneous instances of this player | 1 |
panning_strength | How much the sound pans left/right | 1.0 |
AudioStreamPlayer3D
Same concept but in 3D. Works with AudioListener3D (or the Camera3D).
Key additional properties:
| Property | Description |
unit_size | Distance at which volume is 0 dB |
max_db | Maximum volume cap |
attenuation_model | Inverse, InverseSquare, Logarithmic, Disabled |
doppler_tracking | Enable Doppler effect for moving sources |
AudioListener
# Make a specific camera the audio listener
# 2D: add AudioListener2D as child of Camera2D, call make_current()
# 3D: add AudioListener3D as child of Camera3D, call make_current()
# By default, the current Camera2D/3D acts as the listener.
# Only add an explicit AudioListener if you need a different listening position.// 2D spatial player
public partial class Footsteps : AudioStreamPlayer2D
{
public override void _Ready()
{
Bus = "SFX";
MaxDistance = 1000.0f; // Pixels at which volume reaches zero
Attenuation = 1.0f; // Linear falloff (higher = sharper)
MaxPolyphony = 4; // Allow overlapping footstep sounds
}
public void PlayStep() => Play();
}
// 3D spatial player
public partial class EngineHum : AudioStreamPlayer3D
{
public override void _Ready()
{
Bus = "SFX";
UnitSize = 4.0f; // Meters at which volume is 0 dB
MaxDistance = 50.0f;
AttenuationModel = AttenuationModelEnum.InverseDistance;
}
}
// Custom listener — overrides the default Camera2D / Camera3D listener.
public partial class FollowCamListener : AudioListener3D
{
public override void _Ready() => MakeCurrent();
}⚠️ Changed in Godot 4.7: The default
area_maskonAudioStreamPlayer2D/AudioStreamPlayer3Dchanged from1to0(disabled) — theaudio_bus_overridefeature onArea2D/Area3D(e.g. an underwater bus) stops working for players left at the default. Setarea_maskback to layer 1 to restore it; masks explicitly set to anything other than layer 1 keep working. (The migration guide says "AudioStreamPlayer", butarea_maskonly exists on the 2D/3D variants.) See the 4.7 migration guide.
5. Music Manager (Autoload)
Crossfade between background tracks via a singleton autoload that manages two AudioStreamPlayer nodes and tweens their volume_db. Wire a Music audio bus so the settings menu can adjust music separately.
See references/music-manager.md for the full GDScript and C# autoload (crossfade, fade-out stop, music bus volume).
6. SFX Pool
Pre-instantiate a fixed pool of AudioStreamPlayer nodes; play_sfx(stream) finds the next free player and plays. Avoids per-shot instancing churn for high-volume effects (gunshots, footsteps, hits).
See references/sfx-pooling.md for the GDScript + C# pooled player and a 2D positional variant (pool of
AudioStreamPlayer2Dnodes that follow a target).
7. Audio Settings Integration
Wire HSliders in the settings menu to bus volumes via AudioServer.set_bus_volume_db(bus_idx, linear_to_db(value)). Persist with ConfigFile. Use the linear_to_db / db_to_linear helpers — never log-base by hand.
See references/audio-settings.md for the full settings menu wiring with persistence (GDScript + C#).
8. Interactive & Adaptive Music (Godot 4.3+)
Three stream types for adaptive music: AudioStreamPlaylist (sequenced or shuffled tracks), AudioStreamSynchronized (multiple stems played in sync — vertical layering for combat intensity), AudioStreamInteractive (clip transitions on triggers — state-driven music). Godot 4.4+ adds AudioStreamWAV.load_from_file() for runtime WAV loading.
Godot 4.7+:
AudioStreamInteractivenow exposesTRANSITION_TO_TIME_PREVIOUS_POSITION(TransitionToTimeenum) to scripts — the destination clip resumes from its last played position if there was a previous transition from that clip, otherwise it plays from its start. Ideal for exploration ↔ combat music that picks up where it left off.
See references/interactive-music.md for the stream-type comparison, GDScript recipes, the 4.7+ resume-position transition, and the 4.4+ runtime-load example.
9. Audio Import Best Practices
| Format | Use For | File Size | Decode Latency | Loop Support |
| WAV | Short SFX | Large | None (PCM) / light (QOA, 4.4+ default) | Via import |
| OGG | Music, long SFX | Small | Minimal | Via import |
| MP3 | Music (fallback) | Small | Has padding | Via import |
Import Settings
In the Import dock (select an audio file):
- Loop: Enable for music and ambient loops
- BPM / Beat Count / Bar Beats: Set for rhythm-synced games
- Force Mono (WAV only): Enable for 3D positional audio (stereo doesn't spatialize well); export OGG/MP3 as mono from your audio editor
Tip: Keep SFX as 16-bit WAV at 44.1kHz. Set the WAV import Compress > Mode to PCM (Uncompressed) for zero decode overhead — 4.4+ defaults to QOA (4.3 defaults to PCM, labelled Disabled). For music, OGG Vorbis at quality 6–8 is a good balance.
11. Common Pitfalls
| Symptom | Cause | Fix |
| Sound doesn't play | Player not in the scene tree | Ensure the AudioStreamPlayer is add_child()'d before play() |
| Sound plays but no audio heard | Bus muted or turned down | Check the bus in the Audio panel; a misspelled bus name falls back to Master (bypassing your bus) |
| Music restarts on scene change | Player is part of the scene, not an autoload | Move music player to an autoload (MusicManager) |
| 3D positional audio is silent | No current Camera3D or AudioListener3D (2D uses the screen centre) | Add an AudioListener3D or ensure a Camera3D is current |
| Sound clicks or pops | Audio file has no fade-in/fade-out | Add a tiny fade (2–5ms) at start/end of WAV in audio editor |
| Too many sounds playing at once | No polyphony limit | Set max_polyphony on players or use an SFX pool |
| Volume slider feels non-linear | Using dB directly instead of linear conversion | Use linear_to_db() / db_to_linear() for slider values |
| 3D audio sounds mono/flat | Stereo source file | Use mono files (WAV: Force Mono in Import tab) for 3D spatialization |
| MP3 has silence at start | Encoder padding in the file | Use WAV for timing-critical SFX, OGG for music |
12. Implementation Checklist
- Audio buses are set up: Master, Music, SFX (minimum)
- All AudioStreamPlayer nodes have the correct
busproperty assigned - Music uses OGG Vorbis format; short SFX uses WAV
- Music player is in an autoload (survives scene changes)
- Music crossfading is implemented for smooth transitions
- SFX pool is used instead of creating new AudioStreamPlayer nodes dynamically
- Volume sliders use
linear_to_db()/db_to_linear()conversion - Near-zero slider values mute the bus (avoid
linear_to_db(0.0)=-inf) - 3D audio sources use mono audio files for proper spatialization
- Audio settings are saved and restored on game launch (ConfigFile or similar)
- Looping is configured on the AudioStream resource, not in code
- Interactive/adaptive music uses
AudioStreamPlaylist,AudioStreamSynchronized, orAudioStreamInteractive(Godot 4.3+) instead of manual track-switching code
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