Audio middleware
-
RhythmNotifier - Sync Your Game to the Beat of the Music (Sound & Audio)
Sync game events and sound effects with the beat of the music. This addon provides the RhythmNotifier class, which is a node that emits rhythmic signals synchronized with the beat of an AudioStreamPlayer. The signals are precisely synchronized with the audio, accounting for output latency. It aims to Just Work while still being flexible enough for your use case, integrating with whatever audio system you use. Just set two properties, then use one method to create all the signals you need. For usage and lots of examples, see the Github repo or the RhythmNotifier class documentation in Godot. The short version is: set RhythmNotifier's Beats Per Minute property and optionally point it to an AudioStreamPlayer, then use its beats() method to create signals that emit every time a certain beat is reached, or repeatedly according to your specs. Whenever the AudioStreamPlayer is playing, or if you set the Running property to true manually, signals will be emitted. This work is inspired by the Conductor class for Godot 3, which in turn is based on the "Sync the gameplay with audio and music" official tutorial.
Audio Godot -
[Deprecated] Resonate — Audio Manager (Sound & Music)
Warning: Resonate has been deprecated. — No further development will occur. It's still compatible with Godot 4.0-4.2, but higher versions are untested. If you would like to take over its development, please reach out via our Discord server. An all-in-one sound and music management addon for the Godot game engine. Features: - Pooled audio stream players. - Automatic 2D and 3D space detection. - Polyphonic playback. - Stemmed music tracks. - Music crossfading. Resonate has two core systems: the SoundManager and the MusicManager. The SoundManager automatically pools and orchestrates AudioStreamPlayers for you and gives you control over the players when needed. The MusicManager composes music tracks built from stems and supports the (cross)fading of tracks or stems out of the box. For full details, visit the GitHub page at https://github.com/hugemenace/resonate
Audio Godot -
Audio Bus Volume Slider
Simple extension of HSlider that provides a slider to control any audio bus.
Audio Godot -
Audio Control
Simple basic audio control(Master, Music, Effects). Implemented as singleton/autoload class (plugin for Godot Engine 4.+).
Audio Godot -
Audio Events
Audio Events provides a simple custom node that you can use to generate events at specific times when playing a sound. Simply create an AudioEventPlayer and attach an AudioEvents resource to it. In the AudioEvents resource, you can specify an audio file and the times at which an event (=signal) needs to be fired.
Audio Godot -
Audio Haptics
This native extension (GDExtension) for the Godot Game Engine allows you to use audio based controller haptics as found on DualSense or Switch Pro controllers on desktop platforms. Supported Controllers: - DualSense - DualSense Edge (untested) Supported Operating Systems: - Linux with PipeWire - Linux with PulseAudio - Windows (untested) Usage: 1. Download the latest release of the extension and add it to your project 2. Create a new audio bus, mute it and add the ControllerHaptics effect to it Example Audio Bus layout 3. Play audio on the newly created haptics bus
Audio Godot -
Audio Mixer Visualizer
This tool draws the audio mixer buses at the bottom of the screen during runtime, along with any effects. The output is visualized in meters, with max peaks displayed in decibels for a few seconds. Intended for debugging. Originally created for the Transmogrify game project by Odyssey Entertainment.
Audio Godot -
Audio Node Wrangler Addon
With this add-on you can manage audio node volume and bus settings in the editor on one screen as well as an in-game HUD. This allows non-programmers to set sound levels and busses during play testing. The resulting configuration file can then be sent to the programmer to update the sound node settings with a click of a button. (See readme or project repository for full details. Demo available if full add-on repository is cloned.)
Audio Godot -
Button Audio Player
Add sound to any Button. Non-invasive design, configured through the inspector, does not require scripting, and supports any node inherited from BaseButton.
Audio Godot -
Event Audio
An event-based audio workflow for Godot. - Event based - add audio without modifying scenes or nodes. - Centralised. Build up a banks of audio in one place. - Works with 2D and 3D scenes. - Works with GDScript and C#. - Multiple audio variants can be associated with a trigger. When triggered, a random choice will be picked. - Triggers are searched for hierarchically the using `+` separator. - Audio banks can be swapped out at runtime.
Audio Godot -
FMOD
Adaptive audio engine and authoring tools for games across every major engine and platform.
-
Foley AI Sound Effect Generation
Generate and import Foley AI sound effects directly inside the Godot editor. Features: - Docked generator panel for full Foley generation workflows - Quick Generate dialog from the FileSystem context menu - Variation generation from previously generated clips - Prompt presets, recent prompts, and batch prompt queues - Token/account lookup and retry handling for transient API failures - Import pipeline with deterministic naming and metadata sidecars - Preview, reveal, and copy-path actions for imported clips Requirements: - Godot 4.6 - A Foley AI API key Notes: - Make sure to create an API key at www.foley-ai.com under "settings" and paste it into the project settings for the plugin. - Output defaults to res://audio/foley_ai - Metadata is stored as hidden .foley.json sidecars beside each generated clip - This is an editor-only addon
-
Kenney UI Audio
Kenney's UI audio pack, pre-packaged for use in Godot. 50 user interface sound effects including buttons, switches and generic clicks. Sounds were converted from Ogg Vorbis to WAV for lower CPU usage and better compatibility with Godot, at the cost of slightly larger file size. This is a lossless conversion which keeps the original sound quality. Support the original artist to create more free game assets: http://donate.kenney.nl/ 3.2 version of this asset: https://godotengine.org/asset-library/asset/795
-
Kenney's RPG Audio
A port of Kenney's "RPG Audio" pack to the Godot Assets Library. Credit: kenney.nl v1.0.2. Renamed "assets" to "addons", as intended.
Audio Godot -
Quick Audio Preview
Click on a audio asset at the File System tree to play the audio. Click again, while playing, to pause the audio. Show a Audio Preview Panel to control the playback.
-
QuickAudio
Light-weight and easy-to-use interface for creating sound effects and music systems
Audio Godot -
Random Audio
!! Disclaimer !! Godot already has built in functionality for this using the "AudioStreamRandomizer" Resource type. When making this plugin I didn't realize that. Extension of all AudioStreamPlayer nodes that adds functionality for randomizing pitch, volume and stream. Adds AudioStreamArrays which you can save to disk and have multiple different sets of sounds (eg. footsteps, damage, shooting) to select from randomly.
Audio Godot -
Simple Audio Manager
A simple audio manager that allows for basic audio in both 2D and 3D. Create AudioFile Resources with your music and sounds. Use the Audio autoload to play the AudioFiles. The Simple Audio Manager will create the Music and SFX buses on runtime if they do not already exist. Currently the manager supports only 1 music file being played at a time, and will fade between the old and the new music (if music is playing). The AudioFile resource can have multiple audio streams (files) set, and will randomly pick one on play. Update 1.02: Added Audio Autoload to group "SimpleAudioManager" to allow code to validate if the autoload is present on runtime. Update 1.03: - Updated the play_audio to validate null pointers and push a proper error. - Updated autoload with new signal BusVolumeUpdate(id:String, value:float) to more easily use volume updates Update 1.04: - - updated Audio Autoload to create audio data on first run. And to load that data afterwards. - updated audio data to have an array of audio files that can be searched by ID (string) - updated audio file to have an ID(string) - cleaned up overall file structure
Audio Godot