Audio
Speakers, looping, autoplay, and background music
Quick setup: one object that plays a sound
- Select the mesh or empty that should make noise (for example, a flickering light, a buzzing fan, or an NPC).
- In Blender’s Folded Paper Engine panel, check the Speaker box. This is the most important step: it tells FPE to build a 3D audio player for this object in Godot.
- In the Speaker Settings panel, under the Folded Paper Engine tab, click "Browse" and fill in Speaker File with the file you will place in your Godot project (e.g.
sounds/vent_hum.ogg). - Additional settings:
- Speaker Autoplay: starts playing as soon as the level loads.
- Speaker Loop: repeats forever (great for ambience or humming machines).
- Speaker Volume: loudness in dB (0 dB is the file’s normal volume).
- Speaker Max Distance: how far the sound can be heard.
- Export your GLB and import it into Godot. The FPE addon automatically attaches an
AudioStreamPlayer3Dwith your file, autoplay/loop/volume settings, and removes it when the node is freed so you don’t have to script cleanup.
Background music for a whole level
- Select the Scene settings object in Blender (the same place you set sky color or gravity).
- Set Background Music to your track path (for example,
music/forest_theme.oggin your Godot project). - Adjust Background Music Volume to taste. When the level loads, FPE queues and starts this music and stops it automatically when you change scenes.
Make sounds react to the player
- Create a trigger volume (or add an animation frame event) and use Speaker Trigger or Speaker Trigger Self (in a Scene Event command) to start or stop a sound on demand.
- Easy pattern: pair a trigger with a Speaker object. Start the loop when the player enters, stop it when they leave, or fire a one-shot effect when they press the interaction key.
Checklist and troubleshooting
- Blender: the Speaker box must be checked on the object, or Godot will not create the audio player.
- Godot: place your audio file in the matching path (e.g.
res://sounds/vent_hum.ogg) so the Speaker File reference finds it. - Volume too loud or quiet? Nudge Speaker Volume up or down a few dB, then re-export the GLB.
- Need the sound only indoors or in a small area? Lower Speaker Max Distance so it fades out quickly.
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