Crossfades and dynamic audio for GMS2, by Papita con Puré
Note
This is a work in progress and will not always be in active development. I'm basically making this just for my game and making this repo public because that sounds fun
I'll eventually share a .yymps here, I think
I'll eventually explain this better than in that one txt
- Easier audio group and granular sound instance manipulation
- Some degree of basic, deserved consistency for audio function names and parameter orders
- Easy crossfading from instance to asset, group to asset, etc
- Synced or unsynced crossfades
- Sound tags to further categorize your sounds
- Programmatical audio cues and music time functions
- Runtime effect knobs
- Maybe a Composition abstraction for when a certain music or sound effect is imported as multiple sound assets
- Audio cue generation, bpm getter, time sig. change tracker, and offset solver standalone tools
- A different configuration interface for setting up MuxArrangers so that there isn't so much indentation and confusing function chaining going on
The stylized X symbolizes a crossfade effect, which is the very reason why I decided to start working on this.
All the music and sound effects in the test project are made by me (Papita con Puré). If you'd like to, you can check my YouTube Channel