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[–] 4 points 2 years ago* (1 child)

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?

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  • [–] 2 points 2 years ago (1 child)

    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...

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  • [–] 3 points 2 years ago (1 child)

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

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  • [–] 3 points 2 years ago (1 child)

    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

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  • [–] 1 point 2 years ago (1 child)

    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.

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  • [–] 1 point 2 years ago (1 child)

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

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  • [–] 1 point 2 years ago (1 child)

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

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  • [–] 1 point 2 years ago (1 child)

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

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