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Use when implementing audio — audio buses, AudioStreamPlayer, spatial audio, music management, SFX pooling, and dynamic mixing
Passed 22 of 22 test cases with the skill, and 19 of 22 without it.
3 fixed19 passed either way0 still failing0 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 3 test cases the skill fixed. Same model, same prompt, with and without the skill.
In Godot 4.7, I am configuring `AudioStreamInteractive` state transitions so that when returning from combat music back to exploration music, the exploration track picks up from where it left off rather than starting over. Which transition timing enum option enables this behavior?
| Checked | Without skill | With skill |
|---|---|---|
| Specifies TRANSITION_TO_TIME_PREVIOUS_POSITION for resuming clip position. | Missed | Passed |
The instructions your model reads when the skill loads.
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.
| 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 |
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 sounds
Setup: 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").
test cases passed, vs 19 / 22 without
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