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Aurelius Protocol: Audio Systems NEVER List
- NEVER set bus volume with linear values —
set_bus_volume_db() is logarithmic. Use linear_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.
- 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
0.1 units.
- NEVER forget Doppler for high-speed objects — A car flying by without
DOPPLER_TRACKING_PHYSICS_STEP feels flat and static.
- NEVER spam same-frame sounds — Playing 50 explosions at once causes constructive interference (clipping/distortion). Use a
Limiter (audio_voice_limiter_manager.gd).
- NEVER instantiate nodes for one-shots — Creating a node, playing a 0.5s clap, and
queue_free()ing causes frame-time spikes. Use a Pool.
- NEVER skip Crossfades/Transitions — Abrupt music cuts break immersion. Always use a 0.5s-1.0s
Tween to bridge tracks.
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Official docs:
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Related skills:
- https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-audio-systems/SKILL.md — domain skill owning this never-list sector
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Parent skill: https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-auditor/SKILL.md
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