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piiertho avatar piiertho commented on August 20, 2024

Hi there ! Having demo project in release seems a good idea to me. We plan do it on fmod addon side when unit testing will be done. If @alexfonseka is ok, I will modify travis ci to include it in release, when it's done on our side, so both repos keeps same features.
You should be aware that we cannot make this demo project runnable without any action from yourself. We cannot include fmod librairies in it as fmod is not open source.

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DeerTears avatar DeerTears commented on August 20, 2024

Ah yeah that is true, although obtaining the .dlls is already made nice and clear and seems like a fair-enough extra step to load the demo project.

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heraldofgargos avatar heraldofgargos commented on August 20, 2024

Including the demo project with the release certainly sounds like a good idea, specially for newcomers. However, as @piiertho already mentioned, the project cannot be made runnable without some manual intervention. The FMOD library files should only be obtained directly from the official website (as per the terms of service).

If @alexfonseka is ok, I will modify travis ci to include it in release

@piiertho That's fine by me. Feel free to PR this later.

It'd also be nice to be redirected/shown how to retrieve banks from an FMOD Studio project.

@DeerTears Ideally we expect you to have a basic understanding of how FMOD Studio works before jumping into scripting. There's plenty of resources available on FMOD's docs pages that'll teach you the basic concepts. Here's one on building bank files.

Also, I understand the frustration. One of the goals of the project is to make FMOD Studio accessible to Godot users with a limited programming background. Working with the GDScript syntax and the various helper functions is a much pleasant experience for beginners than working with C++ 😅.

I would also like the demo project to be a bit more fledged out. So perhaps this is an area where you could chip in a contribution.

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