Comments (7)
Another name idea for this repo could be simply godot-fmod
from fmod-gdextension.
Made already some decent progress on #123 but there is still some way to go (see TODOs). Eventually, once the PR gets merged into the godot-4.x
branch we might want to consider asking some non-technical questions:
- when should we do the "official switch" to the Godot 4 branch as the default one? (so the current
master
becomesgodot-3.x
and is probably just maintenance then?) - should we consider renaming this repository once we do the switch?
fmod-gdnative
makes sense for Godot 3 but something likefmod-gdextension
might be a better name for Godot 4 once we do the swap
from fmod-gdextension.
Hello ! This ticket is definitely a good idea.
I think we should stay with this repo for now, as we rely on godot-cpp
.
I would do what we do on godot Kotlin repository: stay with master bind to current official version, and create a 4.0-adaptation
branch to work and PR from for 4.0 work.
When we want to add a feature to both 3.x and 4.0, we would first do it on master, and then rebase the 4.0-adaptation branch.
By doing this way, we will keep a linear history.
from fmod-gdextension.
@piiertho I will have a dabble at this as well, simply because I am planning to upgrade my game to Godot 4 and this plugin is the biggest blocker at the moment (Dialogic 2 is currently actively migrated to Godot 4 already)
In case you are curious what I am building with FMOD (all ingame sounds + NPC voices come from this plugin)
from fmod-gdextension.
Started off with something very basic: https://github.com/utopia-rise/fmod-gdnative/compare/godot-4.0-adaption
Looks like includes need adjustments for sure:
fmod-gdnative\src\godot_fmod.h(4): fatal error C1083: Cannot open include file: 'Godot.hpp': No such file or directory
This tutorial suggests that now includes look more like this:
#include <classes/control.hpp>
#include <classes/global_constants.hpp>
#include <classes/viewport.hpp>
#include <core/binder_common.hpp>
Also, gdscript syntax changed completely. I am also not sure yet how we are going to "ship" the addon, as it seems to be in the format of something along the lines of fmod.gdextension
with some *.dll
files on the side. Can we just use it as an addon? Will this work? or do *.gdextension
files need to go into the root directory of any Godot project?
I'll have a play!
from fmod-gdextension.
I had a poke at the godot-4.x
branch recently and found an issue with exported projects where calls to Fmod.load_file_as_sound
(possibly load_file_as_music
too) cause an access violation. With those components removed, the demo project does export and play the other sounds from banks correctly.
from fmod-gdextension.
Has there been much update to this? Really hoping that a stable godot 4.x fmod plugin makes it's way to the asset store eventually. Once you've seen what fmod can do, it's tricky going back to godot's default audio system.
from fmod-gdextension.
Related Issues (20)
- "The function 'load_bank()' returns a value, but this value is never used."
- Builds are failing (The system cannot find the file specified) HOT 2
- Android build is failing HOT 7
- Github Discussions HOT 1
- FmodNative signals not firing? HOT 5
- FMod with Godot 3.5 on Linux & Windows - no audio in exported game HOT 18
- Plans for Godot 4.0 and forward. HOT 4
- Music plays at background in Android - Godot 3.5 HOT 2
- Explore gdUnit4 as a replacement for GUT HOT 1
- Stability of fmod-gdnative for smaller / quick-turnaround projects? HOT 3
- Expose performance data as Godot monitor HOT 1
- FMOD not running on Linux HOT 3
- Why the artificial event limit? MAX_EVENT_COUNT 256 HOT 5
- Addon crashes when changing scenes (Godot 4 only) HOT 1
- Godot sometimes freezes when an Fmod event is created HOT 6
- Unable to load addon script from path HOT 1
- Unable to acces banks. HOT 3
- Bank explorer does not refresh when updating .bank file HOT 1
- Improve loading events by name vs. guid
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