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Audio
Speakers, looping, autoplay, and background music

Quick setup: one object that plays a sound

  1. Select the mesh or empty that should make noise (for example, a flickering light, a buzzing fan, or an NPC).
  2. 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.
  3. 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).
  4. 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.
  5. Export your GLB and import it into Godot. The FPE addon automatically attaches an AudioStreamPlayer3D with 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

  1. Select the Scene settings object in Blender (the same place you set sky color or gravity).
  2. Set Background Music to your track path (for example, music/forest_theme.ogg in your Godot project).
  3. 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

  1. 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.
  2. 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.