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How To Create Sound Settings In Godot 

CoffeeCrow
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23 авг 2024

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Комментарии : 35   
@Sean_9224
@Sean_9224 3 месяца назад
I named a bus "Music " and didn't realize the space, the slider didn't work because of that. Anyways thanks for the great tutorial
@miamisoldier4478
@miamisoldier4478 10 месяцев назад
I just started out with Godot about a month ago and your videos help with the "little" things that basically all game need but isn't covered that often by tutorials. Thank you!
@eddex.
@eddex. 3 месяца назад
I was just about to build some weird audio management system with signals all over the place when I stumbled over this tutorial. You've just saved me from a lot of headache, thanks!
@penguie.
@penguie. 17 дней назад
Thanks man! Helped a lot!
@excelucate
@excelucate 2 месяца назад
Great video and I like the way you explain things in detail, logical etc. And appreciate the time and effort it takes you to put it together.
@OutMagic
@OutMagic 2 месяца назад
Epic vid mate much appreciated :D
@GrunkleSoos
@GrunkleSoos 10 месяцев назад
Thanks for doing this series! I'm learning a lot of things I've wanted to know but have found good tutorials for anywhere else.
@felipefacundes1
@felipefacundes1 8 месяцев назад
Perfect, thank you very much for the tutorial, may you get a million subscribers, because you deserve it!
@user-xb9nm2gv8y
@user-xb9nm2gv8y 2 месяца назад
thanks for tutorial!
@markshumarov
@markshumarov 3 месяца назад
Great tutorials, thank you very much!
@Kevin-gc6co
@Kevin-gc6co 4 месяца назад
your videos are a great help really appreciate your content
@pascalcasier959
@pascalcasier959 8 месяцев назад
Excellent stuff, thank you
@SeanLaughlin-jt6wg
@SeanLaughlin-jt6wg 5 месяцев назад
Your videos are incredible by the way... I love the explanations and details some of the best for Godot I have found so far. If you have time to answer my question/concern for a previous video regarding control binding. I am hoping its not some stupid typo error, but I don't think it is.....maybe this OS..... keycode stuff is not up to date with newer GODOT or there is a new alternative? Anyways thanks again for all the great content
@CoffeeCrowDev
@CoffeeCrowDev 5 месяцев назад
I really appreciate the kind words and I just saw your previous comment. I'll have a look into what's going on tomorrow when I'm free, if you want more upto date help I have a discord! A link is in the description of all of my most recent videos!
@SeanLaughlin-jt6wg
@SeanLaughlin-jt6wg 5 месяцев назад
Yeah let me know if you understand this issue im dealing with? Ill join the discord and check that out
@SeanLaughlin-jt6wg
@SeanLaughlin-jt6wg 5 месяцев назад
@@CoffeeCrowDev after finishing all your playlist this is the script giving me errors: class_name KeybindingButton extends Control @onready var label = $HBoxContainer/Label as Label @onready var button = $HBoxContainer/Button as Button @export var action_name : String = "jump" func _ready(): set_process_unhandled_key_input(false) set_action_name() #set_text_for_keys() #load_keybinds() func load_keybinds() -> void: rebind_action_key(SettingsContainer.get_keybind(action_name)) func set_action_name() -> void: label.text = "unassigned" match action_name: "move_left": label.text = "Move Left" "move_right": label.text = "Move Right" "jump": label.text = "Jump" "attack": label.text = "Attack" "shield": label.text = "Shield" "interact": label.text = "Interact" "tab_right": label.text = "Tab Right" "tab_left": label.text = "Tab Left" "select": label.text = "Select" "pause": label.text = "Pause" "cancel": label.text = "Cancel/Back" "d_pad": label.text = "D-Pad" @warning_ignore("unused_variable") func set_text_for_keys() -> void: var action_events = InputMap.action_get_events(action_name) var action_event = action_events[0] if action_event is InputEventKey: var action_keycode = OS.get_keycode_string(action_event.physical_keycode) button.text = "%s" % action_keycode elif action_event is InputEventMouseButton: var action_keycode = OS.get_keycode_string(action_event.button_index) button.text = "%s" % "Mouse Button " + str(action_event.button_index) func _on_keybind_button_toggled(button_pressed): if button_pressed: button.text = "Press Any Key..." set_process_unhandled_key_input(button_pressed) for i in get_tree().get_nodes_in_group("keybind_button"): if i.action_name != self.action_name: i.button.toggle_mode = false i.set_process_unhandled_key_input(false) else: for i in get_tree().get_nodes_in_group("keybind_button"): if i.action_name != self.action_name: i.button.toggle_mode = true i.set_process_unhandled_key_input(false) set_text_for_keys() func _unhanded_key_input(event): rebind_action_key(event) button.button_pressed = false func rebind_action_key(event) -> void: #var is_duplicate=false #var action_event=event #var action_keycode=OS.get_keycode_string(action_event.physical_keycode) #for i in get_tree().get_nodes_in_group("keybind_button"): #if i.action_name!=self.action_name: #if i.button.text=="%s" %action_keycode: #is_duplicate=true #break #if not is_duplicate: InputMap.action_erase_events(action_name) InputMap.action_add_event(action_name,event) SettingsContainer.set_keybinds(action_name, event) set_process_unhandled_key_input(false) set_text_for_keys() set_action_name()
@SeanLaughlin-jt6wg
@SeanLaughlin-jt6wg 5 месяцев назад
currently # commenting out some code I found from a comment in your videos and the calls to both those two methods which are causing the engine to crash before load and the issue keeps pointing to the line "var action_event = actions_events[0] " which says there is no such index... which is very confusing to me
@CoffeeCrowDev
@CoffeeCrowDev 5 месяцев назад
I am currently rebuilding the keybind system in the latest version of godot to make sure engine variation is not causing any issues and I also want to update and simplify it because its a tad chaotic looking back at it :D Getting an indexing error shouldn't be happening unless the action event name is incorrect or none existent. can you try changing "action_events[0]" to "action_events[1]", that array should contain multiple events, if you are still getting a crash or error that may narrow the issue down a bit more!
@EidoEndy
@EidoEndy Месяц назад
What does the typecasting 'as' do exactly? I don't think I've seen this before.
@TheNinn
@TheNinn 3 месяца назад
I'm having an issue where the music bus doesn't go all the way to zero with slider. If anyone has any idea what this could be, please hit me up. And great tutorial series so far btw ^_^
@fottymutunda6320
@fottymutunda6320 10 месяцев назад
Thank you so much
@Cordsi_Games
@Cordsi_Games 3 месяца назад
my music slider when i put it lower it does nothing, master volume one works but that doesnt what to do? same as sfx idk i added music my first time fromanother video something different but i removed that the sfx prob doesnt work cause idk other video i followed only thing i copied was the last code u did but idk
@120Stevo
@120Stevo 6 месяцев назад
Hi, this series is really helpful. I followed up to this point and noticed that everytime I open the options menu it defaults to the keybinds tab (the keybinds tab always opens first). Is there a way to make the default, first open tab another one such as graphics?
@igorribeiro8934
@igorribeiro8934 7 месяцев назад
Great!
@AliceMadTeaParty
@AliceMadTeaParty 10 месяцев назад
thx
@Cordsi_Games
@Cordsi_Games 3 месяца назад
anyone else have issues that there music volume wouldnt change when move slider? and prob sfx im guessing as dont knoe yet
@Sean_9224
@Sean_9224 3 месяца назад
did you write the buses name in the export_enum? If you named the sfx bus as "Sound Effects" then the name in the enum should be "Sound Effects" as well
@Cordsi_Games
@Cordsi_Games 3 месяца назад
@@Sean_9224 did the same as he did legit
@diegofesr
@diegofesr 9 месяцев назад
This is great! Could you help me with this issue? I added music to my main menu, the options menu and my level selection menu. But now every time I change between those scenes the song starts from the beggining, is there a simple way for the song to sync or to carry over?
@CoffeeCrowDev
@CoffeeCrowDev 9 месяцев назад
Sure let's take a look! This mostly depends on how you are handling your menus. Are you using the change scene functionality to load and unload them? Are they all just contained within one larger scene just being hidden/ shown depending on what button is pressed? If you are changing the scene and unloading the previous scene then what you can do is fire a signal on change, passing through the time-stamp of the music player, store it in an autoloaded script then have that set the new audioplayers music to the same timestamp. This is why I tend to lean on the side of a main menu comprised of all of my different menus and just show/ hide. That way I don't need to do any data shenanigans and can just keep the music going.
@diegofesr
@diegofesr 9 месяцев назад
Ooh i get it now, indeed I was using the change scene function. But I will be changing that for sure, hiding and showing the menus sounds like what I should have done from the start. Thank you very much for taking the time to answer!
@CoffeeCrowDev
@CoffeeCrowDev 9 месяцев назад
@@diegofesr No worries, I'm always willing to help out where I can. Always remember there is 1000's of ways of doing something in game dev so there is very rarely a right or wrong answer, Keep yourself learning and improving!
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