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Hello again, it's me. Spiderman.
I am pretty sure that you will include the speaker in the integration but i am just mentioning it just in case.
the most common problem to everyone flashing the …
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### Tested versions
Godot 4.2.2 -stable
### System information
Godot v4.2.2.stable - Windows 10.0.22631 - Vulkan (Forward+) - dedicated Radeon RX 580 Series (Advanced Micro Devices, Inc.; 31…
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Hello dear developers!
As you may know, there are many blind and visually impaired people who play DCSS.
A group of such players is now working on a sound pack to make the console version of the…
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Hello,
I want to add small sound effect then you press some buttons, notifications and so on. So I have a method in my MainPage that create a audio player and play the sound imediatly like in the s…
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The `loadSound()` function's callbacks (success, error, and whileLoading) aren't being triggered as expected in the p5.sound prerelease. This prevents handling events during the loading process and co…
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This may require a rewrite of the UT99 sound method, but whats needed is the chance to filter sounds that are not within its zone of origin.
Now in almost all "action" sounds, like shots fired, bots…
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### Suggestion
### Setting a Sound Variable
Example 1: `set {_sound1} to sound "entity.zombie.ambient" with volume 0.75 and pitch 1.25`
Example 2: `set {_sound2} to sound "entity.zombie.ambient" …
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Drawing doesnt work after todays update. Players(red dots) dont show od overlay. A beep notification sound is working fine. Hope its not major issue and im waiting for fix :)
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Going in two-block-tall water does not muffle rain noises, despite the player being fully submerged. Three block tall water does muffle sound (not enough imo, but that's a different issue).
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TL;DR: use 2D sounds whenever possible, because it requires the least work.
For example: weapon change sound is okay to be 2D, nobody cares.
However, weapon pickup sound might be reasonably 3D, be…