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!

  • @[email protected]
    link
    fedilink
    21 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…

    • @[email protected]
      link
      fedilink
      21 year ago

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

        • @[email protected]
          link
          fedilink
          11 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
            link
            English
            111 months ago

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

              • @irmoz
                link
                English
                111 months ago

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

                  • @irmoz
                    link
                    English
                    211 months ago

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