- cross-posted to:
- haskell@programming.dev
- cross-posted to:
- haskell@programming.dev
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!
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!
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…
You can also check Godot mixing desk, a Godot add-on to make adaptative music that is not very handy to use…
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
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.