Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
中文简介正在准备中。当前显示原文说明。
Expert patterns for Godot audio including AudioStreamPlayer variants (2D positional, 3D spatial), AudioBus mixing architecture, dynamic effects (reverb, EQ,compression), audio pooling for performance, music transitions (crossfade, bpm-sync), and procedural audio generation. Use for music systems, sound effects, spatial audio, or audio-reactive gameplay. Trigger keywords: AudioStreamPlayer, AudioStreamPlayer2D, AudioStreamPlayer3D, AudioBus, AudioServer, AudioEffect, music_crossfade, audio_pool, positional_audio, reverb, bus_volume.
中文简介正在准备中。当前显示原文说明。
查看安装方法安装前可以查看交给 AI 代理的指令内容。
Expert mixing, spatial, pooling, and interactive-music patterns for Godot's audio engine.
set_bus_volume_db() is logarithmic. Use linear_to_db() for sliders OR everything will sound too loud until the last 5%.Inverse Distance, a whisper on the other side of the map will be global volume.0.1 units.DOPPLER_TRACKING_PHYSICS_STEP feels flat and static.Limiter (audio_voice_limiter_manager.gd).queue_free()ing causes frame-time spikes. Use a Pool.Tween to bridge tracks.| Feature | AudioStreamPlayer | AudioStreamPlayer2D | AudioStreamPlayer3D |
|---|---|---|---|
| Spatial | Global | 2D panning | 3D positioning |
| Doppler | No | No | Yes |
| Attenuation | No | Distance-based | 3D falloff |
| Reverb send | No | No | Yes |
| Use for | Music, UI, VO | 2D games | 3D games |
| Performance | Fastest | Medium | Slowest |
MANDATORY — open only the script that matches the row. Do not reinvent pools, duckers, or interactive graphs from memory.
Do NOT Load every script below for one mix task.
Priority voice pool with steal of lowest-priority oldest voice (hero voices protected).
Concurrency cap for identical SFX instances.
Sidechain-style dialogue-over-music ducking.
Runtime bus volume/mute helpers for Music/SFX/UI/Voice groups.
Autoload entry for play-one-shot routing onto the pool.
Musically-correct linear↔dB UI slider mapping.
Raycast muffling via attenuation filter cutoff.
Area3D-driven reverb/bus override zones.
AudioStreamSynchronized vertical stem intensity.
AudioStreamInteractive horizontal clip graph.
Adaptive music player wrapper for intensity-driven stems.
Physics-driven surface → sound-bank selection.
Realtime procedural tones for hums/engines/signals.
FFT spectrum → gameplay/visual driver.
Spectrum analyzer visualization helper.
Playback-position-accurate subtitle sync (latency-compensated).
Spawning AudioStreamPlayer.new() per footstep at 60 FPS ≈ 3600 nodes/minute and frame spikes. MANDATORY audio_voice_pool_manager.gd. Cap duplicate SFX with audio_voice_limiter_manager.gd — 50 same-frame explosions clip the mix.
Deep dive → audio-pooling-and-buses.md.
Master = final limiter only. Gameplay → Music / SFX / UI / Voice. set_bus_volume_db(0.5) is wrong — use linear_to_db() for sliders.
Never hard-cut tracks — 0.5–2.0s Tween crossfade or BPM-aligned handoff. Vertical/horizontal adaptive scores → interactive-music-deep-dive.md, music-transitions.md.
Ray source→listener; blocked → Tween attenuation_filter_cutoff_hz down — audio_occlusion_raycast.gd.
pos = get_playback_position() + AudioServer.get_time_since_last_mix() - AudioServer.get_output_latency() — subtitle_sync_system.gd.
Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.
get_time_since_last_mix, latency) for BPM and subtitle sync.set_sync_stream_volume) for vertical intensity mixes.PhysicsRayQueryParameters3D masks from source to listener.linear_to_db) wired to bus indices, not raw slider values.还没有评价。欢迎分享你的使用感受。
无需登录即可发表。欢迎分享使用感受、提问,或说明在哪些环境下无法运行。
还没有评论。来写第一条吧。
Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
中文简介正在准备中。当前显示原文说明。
Spawn and tune Bevy 0.20 directional, point, and spot lights, cascade shadows, distance fog, and a nearest-light shadow budget. Use when a 3D scene needs a sun, local lights, or fog on the camera. Keywords: DirectionalLight, PointLight, SpotLight, CascadeShadowConfig, DistanceFog, bevy_light.
中文简介正在准备中。当前显示原文说明。
Bevy ECS skill for PBR materials. Keywords: Bevy, StandardMaterial, PBR, material, ExtendedMaterial.
中文简介正在准备中。当前显示原文说明。
Bevy ECS skill for 3D level assembly. Keywords: Bevy, level, scene, mesh, world, ECS.
中文简介正在准备中。当前显示原文说明。
Bevy ECS skill for abilities. Keywords: Bevy, ability, cooldown, ECS, gameplay.
中文简介正在准备中。当前显示原文说明。
Rewrite Bevy 2D actors and cameras into 3D meshes and Camera3d while keeping gameplay components. Use when a Bevy 2D game should gain a perspective camera, mesh draw, and a planar velocity lifted onto XZ. Keywords: Camera2d, Camera3d, Sprite, Mesh3d, StandardMaterial, WishVelocity.
中文简介正在准备中。当前显示原文说明。