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Easy-to-Use Audio for Basically Every Situation in Godot 4 

Bryce Dixon
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Here's the plugin: godotengine.or...
I still feel this videos a bit longer than it needs to be to get the idea across, but chock that up to my inexperience creating video tutorials and tendency to ramble. I'm considering doing a second part which touches more on how to create dynamic music since that is a more in-depth process.
Further reading:
- Signals: docs.godotengi...
- Lambdas: docs.godotengi...
- AudioStreamPlayer: docs.godotengi...
- AudioStreamPlayer2D: docs.godotengi...
- AudioStreamPlayer3D: docs.godotengi...

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23 авг 2024

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Комментарии : 10   
@BryceDixonDev
@BryceDixonDev 9 месяцев назад
I didn't articulate it very well, which is my fault; but what I was trying to get at in the beginning is that there are a lot of resources for "how to make a simple audio system" which *aren't simple*. Someone who wants audio to "just work well enough" (maybe to be revisited later) likely doesn't want to spend 30-60 minutes watching videos and reading docs to get a proof-of-concept audio working for the first time. *That being said*, I designed this script to be "outgrown" by anyone who uses it. I'd highly recommend once you're willing to take a deeper look at Godot's audio system to give it a shot. Here's a starting point from the official documentation: docs.godotengine.org/en/stable/tutorials/audio/index.html With the constructive feedback I've been getting on other platforms, I'll likely end up re-making the video after improving the script - more functionality (eg: layered music; likely some kind of optional built-in pooling) and more flexibility - rather than just making a "part 2." I wouldn't like to leave up misleading information that clashes with a future update, anyway, since that would just cause confusion more than anything else.
@torgo_
@torgo_ 3 месяца назад
Thank you, I will try this.
@Eroax
@Eroax 9 месяцев назад
Nice to the point bit of Audio stuff. I didn't even know the Randomizer stream existed so it's really cool to see!
@BryceDixonDev
@BryceDixonDev 9 месяцев назад
It feels like most people just *assume* Godot is missing a ton of key functionality when it's totally available. Most times someone asks me for a function/class that does some behavior, there's already something built-in that does exactly that and more. Tweens are a fantastic example. Excellent way to time sequential events with minimal code and it can be done from anywhere with minimal setup.
@torgo_
@torgo_ 3 месяца назад
I think there's a problem (maybe it's a Godot4 thing) where the plugin dies immediately on arrival due to mismatch between space/tab indentations in the files. I didn't even know that you could use space for indentations in GDscript but apparently that's a thing :/
@LazyWeasel
@LazyWeasel 8 месяцев назад
Thank you!
@BenDoesSpeedruns
@BenDoesSpeedruns 5 месяцев назад
What's the performance like on this vs re-using an AudioStreamPlayer? Have you seen any hit from creating new players on demand?
@BryceDixonDev
@BryceDixonDev 5 месяцев назад
There's definitely going to be a hit and realistically pooling Players (and Nodes in general) is definitely a go-to optimization, but I haven't benchmarked anything. I actually wrote a benchmarking tool just after this, but then got busy with other things before I could actually properly test it; search the asset library for "ScriptBench" and you should find it. That being said, something I didn't originally make clear is that this isn't intended to be a universally loved library or tool that every project should use, it's intended to help people get their foot in the door of audio programming ASAP. People get intimidated by "intro tutorials" that are multiple hours long, so I wanted to provide a small abstraction that fills a lot of the holes a beginner will run into with audio in Godot. Realistically, if you want *really* good audio, you should either roll your own system or go with FMOD.
@SilentscufflE
@SilentscufflE 8 месяцев назад
i seriously don't get why everything in godot appears to be simple except wanting to play a single sound effect on command. i hooked up procedural sidechain compression in less code than this, which is the "easy" example. what the hell went wrong with their design philosophy.
@BryceDixonDev
@BryceDixonDev 8 месяцев назад
Audio is inherently difficult due to how optimized it needs to be. People tend to focus on graphical optimization since "we need to render 60 frames per second!" but that also gets it's own whole piece of compute hardware in a dedicated GPU while audio needs to render 44k samples per second *minimum* for decent results and usually that needs to be accomplished via a single software thread (which might be kicked off the core via the OS or hardware, leading to an unpredictable and unavoidable performance hit. Because of these factors, audio programming kind of needs to be focused on speed optimization above all else in every aspect which tends to create "unintuitive" or "overcomplicated" solutions to seemingly simple problems. That being said, part of why I made this video was to show that playing a single sound effect on command *isn't* complicated. It's only a few lines of code: make the sound player, assign the sound resource, add the player to the scene tree, and tell it to start playing. If you know a Node will always be a sound source for a particular sound, you could also just set up the SoundPlayer as a child and call `SoundPlayer[XD].play()`; polyphony is free as of Godot 4.
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