kyzfrintin / Godot-Mixing-Desk

A complete audio solution for Godot 3.3.x, making procedural sound and adaptive/procedural music possible with a few nodes and a couple lines of code.
MIT License
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Lot of things broken ? #15

Open Nomys opened 3 years ago

Nomys commented 3 years ago

I ran with a bunch of issues with MDM:

MJacred commented 3 years ago

From what I can see from the code

that being said, you can try my fork https://github.com/MJacred/Godot-Mixing-Desk/tree/cleanup; although it's still very work-in-progress and there are breaking changes

kyzfrintin commented 3 years ago

Hey man! Sorry for the late reply, development of GMD has kinda fallen to the wayside this past year. I'm currently going through the issues and trying to resolve them. My latest update has fixed the issue where songs don't fade/mute etc until the next loop. As for telling whether a song is playing, I have added to the song node a playing property (this gets updated every time something plays, repeats or stops), which you can check to see if it's playing. You can also get which song is currently playing (returns the node itself) by calling MixingDeskMusic.get_current_song. Different sample sizes can be an issue, but as long as the tracks are at least the same length as the main core track, it should be fine. Check your import settings to see if the files have been trimmed or if loop is on - both should be false.

Nomys commented 2 years ago

Hi! Thanks for your answer! I haven't much time these years, but i'm going to use more and more of GDM I think!

I will tried all this again and tell you about it.

ps: the ScatterSoundContainer is always playing a sound when lauch (and always the same one, the first maybe?), I think it will be better if it starts with the timer rather than playing a random sound.

Nomys commented 2 years ago

Ok so the later problem (a song with 4 bars crashes because the MDM node tries to go to a 5th bar for no reason) is resolve for me somehow.

I wasn't talking about sample size, but of the lenght of the tracks. For an "easy" workflow, it's a huge downside to need all tracks in a song have the same lenght. I suggest to add a function in a new GMD audiostreamplayer to bypass the bars, beats and tempo of the song and just play them as they are. There is probably a better way to do it, it's just from the top of my head.