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48 coordinated Claude Code subagents for indie game development: - 3 leadership agents (creative-director, technical-director, producer) - 10 department leads (game-designer, lead-programmer, art-director, etc.) - 23 specialist agents (gameplay, engine, AI, networking, UI, tools, etc.) - 12 engine-specific agents (Godot, Unity, Unreal with sub-specialists) Infrastructure: - 34 skills (slash commands) for workflows, reviews, and team orchestration - 8 hooks for commit validation, asset checks, session management - 11 path-scoped rules enforcing domain-specific standards - 28 templates for design docs, reports, and collaborative protocols Key features: - User-driven collaboration protocol (Question → Options → Decision → Draft → Approval) - Engine version awareness with knowledge-gap detection (Godot 4.6 pinned) - Phase gate system for development milestone validation - CLAUDE.md kept under 80 lines with extracted doc imports Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
79 lines
2.2 KiB
Markdown
79 lines
2.2 KiB
Markdown
# Godot Audio — Quick Reference
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Last verified: 2026-02-12 | Engine: Godot 4.6
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## What Changed Since ~4.3 (LLM Cutoff)
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No major breaking changes to the audio API in 4.4–4.6. The core audio system
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remains stable. Key updates are workflow improvements:
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### 4.6 Changes
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- **No audio-specific breaking changes** in this release
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### 4.5 Changes
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- **No audio-specific breaking changes** in this release
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## Current API Patterns
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### Playing Audio
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```gdscript
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@onready var sfx_player: AudioStreamPlayer = %SFXPlayer
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@onready var music_player: AudioStreamPlayer = %MusicPlayer
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func play_sfx(stream: AudioStream) -> void:
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sfx_player.stream = stream
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sfx_player.play()
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func play_music(stream: AudioStream, fade_time: float = 1.0) -> void:
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var tween: Tween = create_tween()
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tween.tween_property(music_player, "volume_db", -80.0, fade_time)
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await tween.finished
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music_player.stream = stream
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music_player.volume_db = 0.0
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music_player.play()
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```
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### 3D Spatial Audio
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```gdscript
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@onready var audio_3d: AudioStreamPlayer3D = %AudioPlayer3D
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func _ready() -> void:
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audio_3d.max_distance = 50.0
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audio_3d.attenuation_model = AudioStreamPlayer3D.ATTENUATION_INVERSE_DISTANCE
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audio_3d.unit_size = 10.0
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```
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### Audio Buses
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```gdscript
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# Set bus volumes
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AudioServer.set_bus_volume_db(AudioServer.get_bus_index(&"Music"), volume_db)
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AudioServer.set_bus_volume_db(AudioServer.get_bus_index(&"SFX"), volume_db)
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# Mute a bus
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AudioServer.set_bus_mute(AudioServer.get_bus_index(&"Music"), true)
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```
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### Object Pooling for SFX
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```gdscript
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# Pre-create multiple AudioStreamPlayer nodes for concurrent sounds
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var _sfx_pool: Array[AudioStreamPlayer] = []
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func _ready() -> void:
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for i in range(8):
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var player := AudioStreamPlayer.new()
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player.bus = &"SFX"
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add_child(player)
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_sfx_pool.append(player)
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func play_pooled(stream: AudioStream) -> void:
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for player in _sfx_pool:
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if not player.playing:
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player.stream = stream
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player.play()
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return
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```
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## Common Mistakes
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- Creating new AudioStreamPlayer nodes at runtime instead of pooling
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- Not using audio buses for volume categories (Music, SFX, UI, Voice)
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- Using `_process()` for audio timing instead of signals (`finished`)
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