What problem does it solve? Building game audio in Godot often leads to clipping mixes, frame spikes from spawning audio nodes, broken volume sliders, and abrupt music cuts. This Skill provides expert rules and ready-made GDScript components for correct bus routing, positional audio, voice pooling, and adaptive music. ## Core Features & Use Cases - Mixing & Bus Architecture: Enforces sub-bus routing (Music/SFX/UI/Voice), linear-to-dB slider mapping, and sidechain ducking of music under dialogue. - Performance-Safe SFX: Voice pool and concurrency limiter scripts prevent node-spam frame spikes and same-frame clipping from repeated explosions or footsteps. - Spatial & Interactive Audio: Occlusion raycast muffling, reverb zones, Doppler setup, vertical stem layering with AudioStreamSynchronized, and horizontal clip graphs with AudioStreamInteractive. - Use Case: When adding combat audio to a Godot 4 FPS, route gunshots through the pooled SFX bus, duck music during voice lines, and crossfade explore-to-combat music on bar boundaries. ## Quick Start Ask the AI to set up a pooled sound effect system with proper bus routing and a music crossfade for your Godot project.