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Implement audio layers #1149
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Merged
OverloadedOrama
merged 31 commits into
Orama-Interactive:master
from
OverloadedOrama:audio-layers
Dec 13, 2024
Merged
Implement audio layers #1149
OverloadedOrama
merged 31 commits into
Orama-Interactive:master
from
OverloadedOrama:audio-layers
Dec 13, 2024
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…top when the pause button is pressed
Only works with mp3 for now
At least until I find a way to save them. Wav files will be supported with Godot 4.4
…layer is selected
…ck menu of cel buttons
…frame so maybe we should do that as well When the animation is not running. If it is running, play the sound properly.
…r audio This woud allow audio to be placed in negative frames, which essentially means that audio would start before the first frame. This is not yet supported, however, because I don't know how to make it work with FFMPEG.
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Implements #897. Each audio layer has a sound effect which can be played at a certain frame. They're not visual, but I figured it would be best if they were somehow visible in the timeline, as they can be used to help artists sync their animations with audio. Audio also gets imported/exported with videos, if FFMPEG is installed. At the moment, only mp3 files are supported, with wav files support coming with Godot 4.4. While ogg file loading is possible, I couldn't figure out a way to save them. If we do, we could also support ogg files.
2024-12-10.15-11-10.mp4
The musical note textures on audio cels represent the frames where the audio plays, and empty cels means that the audio does not play there, either because they are before it starts playing, or it has finished playing. This also depends on the animation's FPS, and the individual frame delay. Not too happy about how it looks though. Perhaps ideally we should have some kind of audio spectrum visualizer, like in most audio & video editing software, but I'm not too sure how to do that yet, or if it's worth the effort, or if it will have some kind of impact on performance.
Since this PR changes the audio driver to no longer be Dummy in order for the audio to be heard, I also added a new option in the Preferences, under the Performance category, that allows users to set the audio driver to Dummy if they experience performance issues.