this post was submitted on 15 Nov 2023
26 points (100.0% liked)

Godot

5839 readers
25 users here now

Welcome to the programming.dev Godot community!

This is a place where you can discuss about anything relating to the Godot game engine. Feel free to ask questions, post tutorials, show off your godot game, etc.

Make sure to follow the Godot CoC while chatting

We have a matrix room that can be used for chatting with other members of the community here

Links

Other Communities

Rules

We have a four strike system in this community where you get warned the first time you break a rule, then given a week ban, then given a year ban, then a permanent ban. Certain actions may bypass this and go straight to permanent ban if severe enough and done with malicious intent

Wormhole

[email protected]

Credits

founded 1 year ago
MODERATORS
 

This is a spot where you can ask anything that you feel doesn't deserve its own post, no matter how small or simple it is!

you are viewing a single comment's thread
view the rest of the comments
[–] F4stL4ne 1 points 11 months ago (10 children)

Is there any plan to work on sound design/adaptative music handling in Godot ?

[–] Feyter 4 points 11 months ago* (last edited 11 months ago) (1 children)

What exactly do you have in mind? I'm not an professional sound engineer, but the last time I worked with sound effects in Godot it appears very mature and feature rich for me.

So what are you missing currently?

[–] F4stL4ne 2 points 11 months ago (1 children)

Well some basic sound handling like having entry and exit points on a sound node allowing a sound to be sync with another without a strong cut in and out. To make this it would be more effective to have a dedicated window pretty much like the animation tracks with basics sound editing functions.

More sound node type, like a node with multiples sounds/audiostream inside that can switch from one to another depending on a var state. A node that plays audiostream in sequence or at random.

Just check the basic functions in Wwise. Godot is powerful enough to skip entirely the use for a audio middleware for adaptative music...

[–] F4stL4ne 3 points 11 months ago (1 children)

You can also check Godot mixing desk, a Godot add-on to make adaptative music that is not very handy to use...

[–] [email protected] 3 points 11 months ago (1 children)

I made Mixing Desk and yeah, it's a bit awkward. I updated it to Godot 4 and slimmed it down into one node.

https://github.com/irmozius/meta_player

[–] F4stL4ne 1 points 11 months ago (1 children)

I manage to do some things with gmd but for some reason, yeah it was a bit junky, with a lot of limitations everywhere.

I'll try meta_player thank you, but I already see a problem : the bar match limitation. Having to stick with segment of the same bar size is quite annoying.

[–] [email protected] 1 points 10 months ago (1 children)

It seems the only way to sync the different layers and monitor beats, really

[–] F4stL4ne 1 points 10 months ago (1 children)

I wonder how they do it in wwise? A segment of 2 bars can be played on top of a 4 bars one...

[–] [email protected] 1 points 10 months ago (1 children)

You can hack it by using a silent clip as the base, and add the actual tracks underneath in a play group

[–] F4stL4ne 1 points 10 months ago (1 children)

Yeah I guess it's a way to do it.

[–] [email protected] 2 points 10 months ago

I've done it in the past. It works for those edge cases. Also allows a fully procedural soubdtrack. :)

load more comments (8 replies)