ambient-bed

Generate looping location ambience audio and wire it to an AudioStreamPlayer on the Ambient bus.

66|4|Updated Feb 26, 2026
One-click install
npx skills add https://github.com/SummerEngine/summer --skill ambient-bed-summerengine
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: ambient-bed
Source: https://github.com/SummerEngine/summer/tree/main/library/skills/ambient-bed
Command: npx skills add https://github.com/SummerEngine/summer --skill ambient-bed-summerengine

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Game levels feel empty and lifeless without a continuous background soundscape, and manually generating, importing, and looping long ambient audio in Summer Engine involves many error-prone steps like loop-point configuration and click-free playback. ## Core Features & Use Cases - Ambient Audio Generation: Creates 15–22 second non-melodic environment textures (forest, dungeon, spaceship, cave) via the sound_effects capability with structured prompts naming time, weather, and sound sources. - Seamless Loop Setup: Configures the WAV importer's edit/loop_mode, loop_begin, and loop_end settings, plus a two-player crossfade GDScript pattern that eliminates audible clicks at the loop point. - Engine Integration: Wires the clip to an AudioStreamPlayer (or AudioStreamPlayer3D for positional emitters) on the Ambient bus at the correct volume, with support for layered multi-bed depth. - Use Case: A designer building a forest level asks for a dawn ambience; the Skill generates a 22-second wind-and-birds loop, imports it with forward looping, and attaches a crossfading player to the level scene. ## Quick Start Generate a looping forest-at-dawn ambient bed and wire it to an AudioStreamPlayer on the Ambient bus in my current level scene.

Frequently Asked Questions about ambient-bed

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I create a looping ambient sound for a game level?

Generate a 15–22 second ambient texture with the sound_effects capability using a prompt that names the location, time of day, weather, and 2–3 sound sources. Then set the WAV importer's loop mode to Forward and play it through an AudioStreamPlayer on the Ambient bus.

How do I write a good prompt for ambient sound effect generation?

Name concrete sources rather than vibes: include the environment, time of day, weather, and 2–3 specific sounds with density cues like 'distant bird calls every 6 seconds'. Avoid words like 'creepy' or 'epic', and add exclusions such as 'no music, no voices' to keep the bed non-melodic.

Should I use the music or sound_effects capability for background ambience?

Use sound_effects for ambient beds because it renders textures, while the music capability renders melody and chord progressions. Ambient beds must stay non-melodic so they sit under the mix without drawing attention.

Why does my looping audio click at the loop point?

Generated SFX clips are not gapless, so a single looping player produces an audible click every cycle. Fix it with a two-player crossfade script that overlaps the loop by about 1.5 seconds, fading one player out while the next fades in.

When should I use AudioStreamPlayer3D instead of AudioStreamPlayer for ambience?

Use AudioStreamPlayer3D when the ambience emits from a specific object like a campfire, fountain, or vent, with max_distance matching its hearing radius. Use a non-positional AudioStreamPlayer when the player is inside the place itself, such as a forest or dungeon bed.

What volume should an ambient bed play at in the mix?

Ambient beds belong under everything else, typically at -12 dB to -15 dB on the Ambient bus. Anything louder than -10 dB competes with music and event SFX and makes the bed feel intrusive.