Comments (2)
Thank you for this investigation!
focus in/out behavior is quite restrictive, particularly when connected to and interacting with the authoring app.
Definitely agree here: it's a lot less useful to bind this on focus instead of minimize-restore state, but without the notification I understand that's the best you can do. It doesn't look too hard to add it in Godot, hopefully this is something that gets added eventually!
from wwise-godot-integration.
I've explored this during the update to Godot 4.2, which finally allowed the addition of Android support, enabling me to test its behavior on that platform.
I also observed that the focus in/out behavior is quite restrictive, particularly when connected to and interacting with the authoring app.
For desktop platforms, I've introduced a suspend_on_focus_loss
setting that users can activate in the Project Settings. When activated, NOTIFICATION_APPLICATION_FOCUS_OUT
and NOTIFICATION_APPLICATION_FOCUS_IN
will trigger calls to AK::SoundEngine::Suspend
and AK::SoundEngine::WakeupFromSuspend
, respectively.
This setting provides the option to customize the suspend behavior in the editor for both debug and release builds.
If deactivated, users still have the possibility to control the behavior themselves, either by calling suspend
and wakeup_from_suspend
in the Wwise singleton, or by calling pause
and resume
in the WwiseRuntimeManager
.
On Android, the suspend and wakeup functions will be called by default on NOTIFICATION_APPLICATION_PAUSED
and NOTIFICATION_APPLICATION_UNPAUSED
(currently only implemented on Android).
When looking at Godot's windows display server, I can't find any notification handling for window minimize and restore. This is something I can investigate with the Godot community in the future.
from wwise-godot-integration.
Related Issues (20)
- Using Callbacks in conjunction with a Stop Fade Time causes a crash when exiting the tree HOT 10
- HTML5 support? HOT 1
- Godot 3.5 support HOT 5
- Official support for Wwise version 2021.1.5.7749 or higher HOT 3
- is Godot 3.5 compatible? HOT 1
- Do Audio files need to be within the project? HOT 1
- Error integrating Wwise - AK_InvalidID HOT 3
- Does this integration work with any other version of Wwise? HOT 1
- Console support? HOT 2
- No audio when exporting to HTML HOT 2
- Event ID not found HOT 5
- Spacial Audio issues HOT 1
- Godot 4.x Support HOT 5
- Wiki: suggestions for the `Building the GDExtension Library` page HOT 1
- Error loading extension (Godot 4.0.4, Wwise 2022.1.6) HOT 5
- Parse error with wwise_id.gd [Godot 4.2, Wwise 2023.1] HOT 3
- InvalidID error while posting events [Godot 4.2, wwise 2023.1] HOT 2
- Error integrating Wwise - AK_InvalidID HOT 1
- set_game_object_output_bus_volume not callable without listener object HOT 1
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