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audio_manage

Manage Godot audio: create players, assign streams, control playback, synthesize sound effects, and configure buses, music, and sound managers.

Instructions

Sound effects, music, ambience (AudioStreamPlayer / 2D / 3D).

Ops: • player_create(parent_path, name="AudioStreamPlayer", type="1d") Create an AudioStreamPlayer / 2D / 3D node. type: "1d" | "2d" | "3d". • player_set_stream(player_path, stream_path) Assign an AudioStream resource (.ogg/.wav/.mp3 or .tres). Returns duration_seconds. • player_set_playback(player_path, volume_db?, pitch_scale?, autoplay?, bus?) Update common playback properties atomically. Pass only fields to change; at least one of volume_db/pitch_scale/autoplay/bus required. • play(player_path, from_position=0.0) Start real editor preview playback. Not undoable. • stop(player_path) Stop editor preview playback. Not undoable. • list(root="res://", include_duration=True) Scan project for AudioStream resources (every subclass + .tres/.res). • generate_procedural_sfx(preset="jump", dest_path="", duration=0.0, sample_rate=22050) Synthesize a chiptune PCM .wav sound effect directly into res://. Presets: jump | coin | laser | hit | explosion | powerup | step | click. • scaffold_buses(volumes=None) Configure standard Master, Music, SFX, and UI audio buses in AudioServer. • scaffold_music_player(parent_path="", name="MusicPlayer", stream_path="", autoplay=True, volume_db=0.0, bus="Music", loop=True) Scaffold a dedicated background music player (AudioStreamPlayer) routed to the Music bus with autoplay and loop configuration. • scaffold_sound_manager(name="SoundManager", script_path="res://scripts/sound_manager.gd", pool_size=16, bus="SFX", register_autoload=True) Scaffold a multi-channel sound effect manager singleton with AudioStreamPlayer pooling, pitch variation, and 2D spatial audio helper. • bus_list() List all AudioServer buses with their properties and effects. • bus_add(name, send="Master", volume_db=0.0, at_pos=-1) Add a new audio bus and route it to a parent bus. • bus_remove(bus) Remove an audio bus by name or index. • bus_set_properties(bus, volume_db?, send?, solo?, mute?, bypass_effects?) Update properties on an existing bus. • bus_add_effect(bus, effect_type, at_position=-1, enabled=True, params={}) Add an audio effect to a bus. Types: Reverb, Delay, Chorus, Phaser, Distortion, EQ, Compressor, Limiter, LowPassFilter, HighPassFilter, BandPassFilter, NotchFilter, Amplify. • bus_save_layout(path="res://default_bus_layout.tres") Save the current AudioServer bus layout to a resource file.

Canonical call shape: {"op": "<verb>", "params": {...}}. Flat op parameters are accepted as a compatibility alias when the client transmits them; op and session_id remain top-level.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
opYes
paramsNo
session_idNo

Output Schema

TableJSON Schema
NameRequiredDescriptionDefault

No arguments

Schema Changelog

Changes observed during successful MCP inspections.

  1. Changed1 schema field changedv5.0.28
    • changedInput schema / properties / op / enum
      Previous value: -[
      -  "list",
      -  "play",
      -  "player_create",
      -  "player_set_playback",
      -  "player_set_stream",
      -  "stop"
      -]New value: +[
      +  "bus_add",
      +  "bus_add_effect",
      +  "bus_list",
      +  "bus_remove",
      +  "bus_save_layout",
      +  "bus_set_properties",
      +  "generate_procedural_sfx",
      +  "list",
      +  "play",
      +  "player_create",
      +  "player_set_playback",
      +  "player_set_stream",
      +  "scaffold_buses",
      +  "scaffold_music_player",
      +  "scaffold_sound_manager",
      +  "stop"
      +]
  2. First observedv4.1.0

TDQS

B3.2/5.0
Behavior2/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

With no annotations, the description carries the full burden. It mentions that play and stop are 'Not undoable' and that generate_procedural_sfx writes to res://, which is good. But it doesn't disclose side effects like bus_add_effect potentially changing the audio routing, or scaffold_buses requiring audio driver setup, or the impact of player_set_stream on playback state. The description is incomplete for a mutation-heavy tool.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is long but well-structured: it uses a bulleted list with a consistent pattern (op name, parameters, one-line behavior), making it skimmable. It front-loads the resource overview, then lists ops in a natural grouping (player ops, list, generation, scaffolding, bus ops). The final paragraph on canonical call shape adds necessary format context. Slight verbosity but no fluff.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness3/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

Given the tool's complexity (16 ops, free-form parameters), the description covers the essential semantics for each op, including parameter defaults and enums. The output schema exists, so return values are accounted for. However, it lacks details on error handling, permissions, and the exact structure of 'params' (which is free-form). Also, it doesn't explain the relationship between 'op' and 'params' for each op beyond the inline lists. Overall, adequate but with gaps for edge cases.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters3/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

The schema has only three parameters (op, params, session_id) with a free-form 'params' object (additionalProperties true), and 0% schema description coverage. The description compensates by enumerating each op's parameters in the text (e.g., player_create(parent_path, name=..., type=...), including defaults and value enums. This adds significant meaning beyond the schema, so a 3 is warranted; it's helpful but not exhaustive (e.g., the 'params' object structure is not formally defined).

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose4/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description is a broad dispatch table for audio operations, listing many verbs (play, stop, list, etc.) with one-line summaries. It clearly states the resource (audio nodes, buses, streams) and the operations available, and it is distinguishable from sibling tools by its scope (audio-focused). However, it lacks a single cohesive purpose statement; instead, it's an op-dispatch, which is clear enough for an agent.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines3/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

The description provides usage hints for individual ops (e.g., player_set_playback says 'Pass only fields to change', play says 'Start real editor preview playback'), but it does not explicitly say when to use this tool vs siblings like audio_effect_manage (which likely handles effects). It implies usage through the op list but lacks explicit exclusions or alternative recommendations.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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