Yeah I guess it’s a way to do it.
Music composer, Sound designer, Game designer, Libre Artivist. He/Him.
Yeah I guess it’s a way to do it.
I don’t care because I don’t feel attacked by someone speaking another language than my own.
If you want you can ask for moderation to delete the post, I won’t mind.
I was thinking despite the content in French it might interested English people as well. I’m pretty sure being French isn’t a requirement to speak French…
Will do later today my good sir, thank you!
Because it’s mostly an English instance.
I wonder how they do it in wwise? A segment of 2 bars can be played on top of a 4 bars one…
Because it’s a French conference.
My first Godot game was multiplayer and I’m currently working on a multiplayer RPG framework on Godot and I really could use some help on this one. I’m not a very good dev, but feel free to ask me questions, I’ll try my best to answer you.
I found networking in Godot really strait forward and kind of easy even for a newcomer. And the server side conf is not that difficult to set up.
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.
Without any patern on the idea, on what the programming does, a program doing the same thing can be done.
On the intellectual property theft, the new program should be as much as different as the other one. Different name, different functions, different var, different language, etc. This is to avoid any possible mismatch between the 2 programs. As long as you don’t take the code but rewrite it you should be fine.
Talking to a lawyer is mandatory in this case.
You can also check Godot mixing desk, a Godot add-on to make adaptative music that is not very handy to use…
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…
Is there any plan to work on sound design/adaptative music handling in Godot ?
Done!