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/godot-master

@4c4d0ff

Consolidated expert library for professional Godot 4.7+ game and application development. Orchestrates 92 Domain Skills through architectural workflows, anti-pattern catalogs, performance budgets, and Server API patterns. Use when: (1) starting a new Godot project, (2) designing game or app architecture, (3) building entity/component systems, (4) debugging performance or physics issues, (5) choosing between 2D/3D approaches, (6) implementing multiplayer, (7) optimizing draw calls or script time, (8) porting between platforms, (9) migrating from 4.6 to 4.7. Primary entry point for ALL Godot development tasks. Keywords: Godot 4.7, AreaLight3D, HDR, Asset Store, godot-master.

Use this Skill: https://skilld.dev/gh/thedivergentai/gd-agentic-skills/godot-master

This session only. Nothing lands on disk.

referencesaudio-systems-music-transitions.md

≈580 tokens on demand. Your agent reads this file only when SKILL.md points to it.

Music transitions and ducking

Crossfade (never hard-cut)

func crossfade_to(next_track: AudioStreamPlayer, fade := 2.0) -> void:
    next_track.stream = new_stream
    next_track.volume_db = -80.0
    next_track.play()
    var tween := create_tween().set_parallel(true)
    tween.tween_property(current_track, "volume_db", -80.0, fade)
    tween.tween_property(next_track, "volume_db", 0.0, fade)
    await tween.finished
    current_track.stop()
    current_track = next_track

Prefer Tween crossfades (0.5–2.0s). Abrupt stop()/play() breaks immersion.

BPM-aligned handoff

var beat_duration := 60.0 / bpm
var pos := current_track.get_playback_position()
var wait := beat_duration - fmod(pos, beat_duration)
await get_tree().create_timer(wait).timeout
crossfade_to(next_stream)

Dialogue ducking

Sidechain Music bus down while Voice plays — audio_bus_ducker_logic.gd. Route VO to Voice bus, not SFX.

Vertical stems (AudioStreamSynchronized)

Fade with set_sync_stream_volume(index, db) over 1–2s Tweens driven by a 0–1 intensity signal — audio_interactive_music_manager.gd. Deep rules: interactive-music-deep-dive.md.

Horizontal clips (AudioStreamInteractive)

Combat ↔ explore transitions on bar boundaries — interactive_music_graph.gd.

Subtitle sync (no timer drift)

pos = get_playback_position()
    + AudioServer.get_time_since_last_mix()
    - AudioServer.get_output_latency()

Implemented in subtitle_sync_system.gd. Method/Audio tracks in godot-animation-player for frame-locked VO.

Variation

pitch_scale = randf_range(0.9, 1.1) on repeated footsteps/gunshots so identical samples do not phase-stack.

Runtime bus FX

Reverb/low-pass on SFX bus for underwater or room zones — audio_environmental_reverb_zone.gd. Occlusion via ray + attenuation_filter_cutoff_hz — audio_occlusion_raycast.gd.

Source: SKILL.md on GitHub

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    The godot-master skill is a comprehensive expert library for Godot 4.7+ development. it provides architectural frameworks, anti-pattern catalogs, and automation scripts for build orchestration, project auditing, and visual QA. The skill demonstrates high security awareness by instructing agents on the safe use of risky engine APIs and recommending the use of boundary markers when processing untrusted scene data. No malicious patterns or unauthorized exfiltration vectors were detected.

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Signed by skilld at 4c4d0ff. This ties the file your Agent reads to that commit on GitHub. It does not review the instructions.

Last checked against GitHub 3 weeks ago.

Activeupdated 3 weeks ago

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