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Animate sound effects with an AnimationPlayer / Place sounds directly in the AnimationPlayer / Keep music between scene changes by making it an AutoLoad / Use Area2D for 2D spatial sound.
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Showcase of AudioStreamSynchronized .
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The Resource is used to blend between two audios, similar to FMod.
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Trick to only play the walking sound on the correct AnimatedSprite frames .
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Interesting and very simple.
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An array is stored with the frame numbers where the character's foot touches the ground, so the sound only plays if the current frame is one of those.
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Making a slider to change volume .
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Two interesting things are mentioned:
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Conversion of 'linear' values to 'db' and vice versa.
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Access to the 'audio bus' via an
@export var bus_name : String, which is awkward since it's a string, but it works using the string for the AudioServer.
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Creating 'global sounds' by instancing AudioStreamPlayers in the world, then queue_free() them .
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I don't know if this makes much sense. It doesn't seem efficient. I just saved this option as a reminder that it exists.
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Audio