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Volume Settings Tutorial For Godot 4 

Cadoink
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Learn how to create a Volume Settings menu in Godot 4 and C#. Concepts should still all apply if you are using GDScript or still using Godot 3.X.
We'll go over how to create the VolumeSetting scene and hook up our volume HSlider to the AudioServers. We'll implement the slider using a simple 0-100% scale that will get converted to decibels.
🎨 Assets used in the video:
Kenney - www.kenney.nl/assets
www.kenney.nl/assets/rpg-audio
www.kenney.nl/assets/micro-ro...
🎵 Music:
Stage 1 - Juhani Junkala [Chiptune Adventures]
Author: SubspaceAudio
opengameart.org/content/4-chi...
Ambience:
Sea Cave:
Author Andy_Gardner
freesound.org/people/Andy_Gar...

Опубликовано:

 

30 мар 2023

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Комментарии : 11   
@yogurtroyale831
@yogurtroyale831 Год назад
very cool. one suggestion i would have is incorporating a button to return the values to default. eiher individually or all together.
@cadoink
@cadoink Год назад
That's a great idea! Another thing I've seen that people can add is a button to quickly mute. I think I've typically seen this as a little speaker icon next to the volume that you can click to mute or unmute.
@yogurtroyale831
@yogurtroyale831 Год назад
@@cadoink yeah that would make a nice addition aswell. i like the concept of having simple audio nodes like that that fit any project and are customizable. great work on this tutorial
@franciscoalmeida3241
@franciscoalmeida3241 6 месяцев назад
Sup, how would you go about if you had to transport the settings from one scene to another?
@cadoink
@cadoink 6 месяцев назад
I like to keep a static class of settings that any scene can reference to get the volume settings. An alternative could be to create an autoloaded script where you store the settings.
@ricardopereira2390
@ricardopereira2390 2 месяца назад
@@cadoink Hey! Could you please explain the alternative? I've been trying, but when i try to change the slider value with the ready() function it just doesn't do anything... doesn't even return any errors
@cadoink
@cadoink Месяц назад
@@ricardopereira2390 The alternative meaning using an autoloaded script? This script would just contain settings values, then your UI component containing the slider would ask the autoloaded script what the setting should be and then set the value of the slider. This doesn't solve persistence, so each time you run the game it would use whatever the default value of the property on the autoloaded script is. If you want changes in values to persist you'll need to serialize them to disk, and deserialize from disk when you run your game.
@ricardopereira2390
@ricardopereira2390 Месяц назад
@@cadoink thank you!
@mcaped
@mcaped Год назад
what is the code like using GDScript
@RyanNaddy
@RyanNaddy 10 месяцев назад
I believe you can just create this function and call it as seen in the video: ``` func log10(x: float) -> float: return log(x) / log(10.0) ```
@zaftnotameni
@zaftnotameni 8 месяцев назад
or to generalize ``` func logWithBase(value, base): return log(value) / log(base) func log10(value): return logWithBase(value, 10.0) ```
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