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!

    • Feyter@programming.devM
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      1 year ago

      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@programming.dev
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        1 year ago

        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@programming.dev
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          1 year ago

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

            • F4stL4ne@programming.dev
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              1 year ago

              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.

              • irmoz@lemmy.world
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                11 months ago

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

                  • irmoz@lemmy.world
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                    11 months ago

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