Install Asset
Install via Godot
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Quick Information
Realistic spatial acoustics for Godot 4, driven entirely by your level geometry.* Distance delay - sound reaches the player at the correct time based on speed of sound* Raycast reverb - reflection points are placed automatically at surrounding surfaces* Room size detection - reverb tail length adapts to the measured dimensions of the space* Occlusion filtering - walls between source and listener smoothly cut high frequencies* Proximity bass - low-end increases naturally as you approach a reflecting surface* Crack-free crossfading - dual-player A/B system avoids audio glitches when delay changes* Zero manual setup - extends AudioStreamPlayer3D , works with your existing collision geometry
SpatialAudio3D
A Godot plugin that adds spatial acoustics with calculated delays, reverb and occlusion effects based on level geometry.
See it in action
Features
- Sound reflections from 8 directions, delays based on distance
- Automatic reverb-parameters (room size & wetness)
- Audio occlusion
Configuration options
Installation
- Drop
addons/spatial_audio_3dinto your project - Add Child Node:
Realistic spatial acoustics for Godot 4, driven entirely by your level geometry.
* Distance delay - sound reaches the player at the correct time based on speed of sound
* Raycast reverb - reflection points are placed automatically at surrounding surfaces
* Room size detection - reverb tail length adapts to the measured dimensions of the space
* Occlusion filtering - walls between source and listener smoothly cut high frequencies
* Proximity bass - low-end increases naturally as you approach a reflecting surface
* Crack-free crossfading - dual-player A/B system avoids audio glitches when delay changes
* Zero manual setup - extends AudioStreamPlayer3D , works with your existing collision geometry
Reviews
Quick Information
Realistic spatial acoustics for Godot 4, driven entirely by your level geometry.* Distance delay - sound reaches the player at the correct time based on speed of sound* Raycast reverb - reflection points are placed automatically at surrounding surfaces* Room size detection - reverb tail length adapts to the measured dimensions of the space* Occlusion filtering - walls between source and listener smoothly cut high frequencies* Proximity bass - low-end increases naturally as you approach a reflecting surface* Crack-free crossfading - dual-player A/B system avoids audio glitches when delay changes* Zero manual setup - extends AudioStreamPlayer3D , works with your existing collision geometry