this post was submitted on 15 Nov 2023
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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?
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.
It seems the only way to sync the different layers and monitor beats, really
I wonder how they do it in wwise? A segment of 2 bars can be played on top of a 4 bars one...
You can hack it by using a silent clip as the base, and add the actual tracks underneath in a play group
Yeah I guess it's a way to do it.
I've done it in the past. It works for those edge cases. Also allows a fully procedural soubdtrack. :)