What problem does it solve? Game audio in Godot projects often lacks structure: sounds play without bus routing, music cannot react to gameplay, and middleware integration with Wwise or FMOD is poorly documented. This Skill provides concrete GDScript patterns for bus architecture, adaptive music, footsteps, and UI audio. ## Core Features & Use Cases - AudioBus Architecture: Standard bus layout (Music, SFX, UI, Voice, Ambient) with effects chains and spatial reverb zones via Area3D. - Middleware Integration: Ready-to-use Wwise and FMOD code for posting events, setting RTPCs, switches, and music states, plus a decision table for choosing native Godot audio versus middleware. - Adaptive Music: Vertical remixing (layer fading by intensity) and horizontal re-sequencing (state crossfades) with GDScript implementations. - Use Case: A player walks across wood then gravel — the footstep system raycasts the floor, reads the surface metadata, and plays randomized surface-specific samples with pitch variation, or posts a Wwise event with a surface switch. ## Quick Start Use the godot-audio skill to set up an AudioBus layout and a surface-driven footstep system for my Godot character controller.