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updated for godot 4, and added support for AudioStream2d, 3d, and Spr… #13

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rossunger
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updated for godot 4 and gdscript 2, and added support for AudioStream2d, 3d, and Sprite3D

@AniMesuro
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Wow. I appreciate your work. Sorry you had to face my beginner's code.
Unfortunately my gpu doesn't support Vulkan so testing this PR is impossible until a development version of Godot reimplements OpenGL, or at least a fork that does so.
I'll keep this PR open for the time being. I want to keep master related for stable releases, so this'd better fit a new branch.

@rossunger
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Haha. I didn't realise it was "beginner" code. It taught me to use yield aka await. I never use yield, and it solves a lot of editor plugin problems..

Yes! What's the easiest way for me to make this a branch? I actually still struggle with git a little :p this is my first actual pr ever! :P

@AniMesuro
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It's the first addon I made so there might be some things I'd write differently and approaches I wouldn't take.
I'm not advanced but I'm at a personally comfortable level regarding addon development.
Yield is actually something to be careful to use, if the yield awaits for a node's signal and the node gets freed, it causes some errors.
It's been a while since I last used git, but I usually write:

git branch (new-branch-name) 
git checkout (new-branch-name)

Sometimes I use https://gitexplorer.com/ when I forget a command.

@rossunger
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So do I just branch on my end and then post it as a pr? Don't I have to specify which branch the pr is for on your end?

@rossunger
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P.s. the plugin is great! :) So simple yet so effective. Gonna save me a lot of lipsync time.
I'm thinking about trying to mod it for runtime/real-time use... But that might be a bit too ambitious

@AniMesuro
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Oh. Didn't come to me at first that you meant to pr the branch. I only messed with PRs once so I do not know the command to do so. Maybe there's options to change the target branch on the github site? But you shouldn't expect it'll be soon to merge because I'd have to wait for a godot4 fork with gles2/3 to test it.
Thanks. I was afraid after some Engine updates it'd stop working but I'm glad it didn't.

Realtime is impossible because rhubarb needs some time to process the audio. But runtime was actually a scope-creep goal I had at the beginning, though didn't find a use for it so shelved.
I think it's possible to implement though. I just don't know if the binary folder for rhubarb can be exported within a project.

@floppyhammer
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@AniMesuro As now Godot 4 comes with a GLES backend, have you got any plan for testing and merging this?

@AniMesuro
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AniMesuro commented Aug 24, 2023

@floppyhammer Unfortunately not. I still use only Godot3 so I'll have to relearn gdscript from Godot4 to finally update the addon.
Although I do want to honour rossunger's contribution, so eventually it's possible for me to set time for studying when I get free-ish time from my job.

@rossunger
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rossunger commented Aug 24, 2023 via email

@TheRealFame
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Still waiting to see an update so i can test out an idea i had with this addon 👀

@uptothedog
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Hey all, unfortunately it looks like this PR is no longer working in Godot 4. I'd really love to be able to use this as I seem to have pretty much 0 other options available for Godot 4!

@TheRealFame
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Hey all, unfortunately it looks like this PR is no longer working in Godot 4. I'd really love to be able to use this as I seem to have pretty much 0 other options available for Godot 4!

Same. It seems majority of the systems need a rewrite with new contributors, Maybe using reddit/alt platforms can redirect them. (I hope 3d lip syncing gets added if this happens!)

@Pheubel
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Pheubel commented Apr 21, 2024

i've decided to create my own derivative of this plugin for godot 4.2+. it's still early on in it's development, but is in a usable state. If you want to check it out, here's a link to it https://github.com/Pheubel/Rhubarb-Lip-Sync-Tool-for-Godot-4

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6 participants